As of now I am playing on a server and my base is in the center of the ocean. Making a large floating farm would make the base easy to spot. And building one underground is tedious. So the thought that came to mind was an interact able Fish trap Block.
I thought this was a really neat idea and would make for something fun.
Not as in bricklike bars but similar to the way that iron bars exist in minecraft. I don't have a terrible lot of ideas for them but I just feel like copper would make a nice addition as another type of bar.
My current ideas though are that the bars follow the typical copper oxidation mechanics and have a more "gankly" appearance than iron bars.
It's not gonna happen. They want to keep these as uncraftable treasures instead of...making new treasures?
They are talking about combining elytra and horse armor, not crafting them, presumably so horses would be able to fly, aka a variant of a common suggestion to combine elytra with a chestplate so you can fly and not lose protection (which Mojang is likely to never implement as sacrificing protection for flight is a balancing feature of elytra).
They are talking about combining elytra and horse armor, not crafting them, presumably so horses would be able to fly, aka a variant of a common suggestion to combine elytra with a chestplate so you can fly and not lose protection (which Mojang is likely to never implement as sacrificing protection for flight is a balancing feature of elytra).
Now me personally i would love a redstone update to make more mechanisms farms and alot more stuff for automating
if you could do a redstone update what would you want in it?
A redstone update would have...
As a parity thing, java pistons would gain the ability to push chests.
A third mode for the daylight sensor, with the ability to detect light from blocks.
Tinted stained glass. A light emitting gravity block. A new type of lamp, one whose brightness equals it's redstone signal strength.
A new machine with two abilities: If there is a block-item in front of it, the machine can instantly turn that item into a falling block entity. If there is a non-air block in front of the machine, the machine will slowly turn that block into a falling block entity, taking as long to do it as it would to mine that block by hand.
Metal fences and metal fence gates. The metal fence gates, like iron doors and iron trapdoors, can only be opened by redstone, not by hand. Also, falling block entities on top of metal fences or fence gates do not break into items or turn into blocks.
A redstone power emitting gravity block.
Golden and copper pistons. When redstone power is applied to the golden piston, it extends N/15 of a block, where N is the redstone strength. The copper piston is similar, except it extends N/16 of a block.
Dispensers gain the ability to feed pets and livestock.
Dispensers gain the ability to fire ender pearls. When the projectile strikes, the dispenser and anything attached to it are relocated to strike location, keeping their relative positions.
A block which rotates other blocks when given a redstone pulse.
More types of tripwire hook. On which, when active, powers the block it is attached to. On which, the block it is attached to is powered, activates the tripwire hook on the other end of the tripwire circuit. An inert/insulated one which does nothing but still forms a circuit.
Grindstones can be automated by hopper/dropper.
A Nixie Banner block. It has 16 inventory slots, and each slot holds one banner. When the its redstone signal changes, it breaks a banner attached to it's front or top, puts it into the first empty slot, then replaces the banner it just broke with the one in its Nth inventory, when N is redstone signal strength.
A Nixie Illusion Block. It's inventory holds 16 Block Items. Disguises itself as the block in its Nth inventory slot.
The Nixie Frame block only operates if there is an item frame or glow item frame attached to it's front or top. When the redstone signal strength change, it removes whatever is in said item frame and puts it into its first empty slot, then puts the contents of it's Nth slot into the item frame.
The enderman skull emits redstone power when looked at.
When redstone powered, red ice has a slipperiness greater than 1.0
When an infested block is redstone powered, not only does it not turn into a silverfish, any mob who touches it temporarily turns into a petrified monster statue.
The contents of the Item Sorting Block are always kept in alphabetical / lexographic order.
Dispensers can apply dye to nether portals, coloring them. Portals of different colors don't connect.
As a parity thing, java pistons would gain the ability to push chests.
A third mode for the daylight sensor, with the ability to detect light from blocks.
Tinted stained glass. A light emitting gravity block. A new type of lamp, one whose brightness equals it's redstone signal strength.
A new machine with two abilities: If there is a block-item in front of it, the machine can instantly turn that item into a falling block entity. If there is a non-air block in front of the machine, the machine will slowly turn that block into a falling block entity, taking as long to do it as it would to mine that block by hand.
Metal fences and metal fence gates. The metal fence gates, like iron doors and iron trapdoors, can only be opened by redstone, not by hand. Also, falling block entities on top of metal fences or fence gates do not break into items or turn into blocks.
A redstone power emitting gravity block.
Golden and copper pistons. When redstone power is applied to the golden piston, it extends N/15 of a block, where N is the redstone strength. The copper piston is similar, except it extends N/16 of a block.
Dispensers gain the ability to feed pets and livestock.
Dispensers gain the ability to fire ender pearls. When the projectile strikes, the dispenser and anything attached to it are relocated to strike location, keeping their relative positions.
A block which rotates other blocks when given a redstone pulse.
More types of tripwire hook. On which, when active, powers the block it is attached to. On which, the block it is attached to is powered, activates the tripwire hook on the other end of the tripwire circuit. An inert/insulated one which does nothing but still forms a circuit.
Grindstones can be automated by hopper/dropper.
A Nixie Banner block. It has 16 inventory slots, and each slot holds one banner. When the its redstone signal changes, it breaks a banner attached to it's front or top, puts it into the first empty slot, then replaces the banner it just broke with the one in its Nth inventory, when N is redstone signal strength.
A Nixie Illusion Block. It's inventory holds 16 Block Items. Disguises itself as the block in its Nth inventory slot.
The Nixie Frame block only operates if there is an item frame or glow item frame attached to it's front or top. When the redstone signal strength change, it removes whatever is in said item frame and puts it into its first empty slot, then puts the contents of it's Nth slot into the item frame.
The enderman skull emits redstone power when looked at.
When redstone powered, red ice has a slipperiness greater than 1.0
When an infested block is redstone powered, not only does it not turn into a silverfish, any mob who touches it temporarily turns into a petrified monster statue.
The contents of the Item Sorting Block are always kept in alphabetical / lexographic order.
Dispensers can apply dye to nether portals, coloring them. Portals of different colors don't connect.
My dude, I strongly recommend you split this into a number of topics. It's not even wishlist, it's just too much to think about all at once,.
Also, does redstone currently turn infests into silverfish? IDR this...
I'd like a little hand bell or something so when used all Allays within seek range will come to me, and any within 64 blocks are given the spectral effect for 20 seconds or so. I seem to lose so many of them, for no obvious reason.
The Meaning of Life, the Universe, and Everything.
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Disallow Endermen from smashing crops when they teleport. I built a huge field outside my house to create a nice view and each morning the moment the sun comes up they start rapidly teleporting and smashing my field, so every morning I have to go out and repair the damage they caused.
Llamas owned by players attack mobs that attacked their owner. The Wandering Llamas automatically defend their owner from hostile mobs and players and attack Zombies and Pillagers on sight. So, it does make sense why Llamas owned by players do not do the same.
All are on the commonly suggested ideas that Mojang refuse to add. The Mace and Rainbow Ore sound like mods or from spin off games like Story Mode, Legends, and Dungeons as well
Villagers should emit angry particles when they see a player hurt an Axolotl, Bee, Dolphin, Turtle, Baby Polar Bear, Camel, Sniffer, or Trader Llama, and they should emit angry particles when they see the player stomp Turtle Eggs. Similar to how they emit angry particles when they see a player hurt a Panda. It fits in with Mojang's message on preserving and coexisting peacefully with endangered animals in the game. Trader Llamas are also an ally/protector of Villagers like Iron Golems.
Recently I've noticed that caves and ravines are much more often than in versions prior to the Caves & Cliffs Update. Worlds are full of caves, and I can often find cave entrances really close from each other. There are also minimal caves and ravines that are only a few blocks deep, which are meaningless for survival and sometimes make the terrain ugly.
I think such generation is unrealistic, and makes the game too easy--it's unreasonable that anybody can spend no effort finding caves. This also increases the risk of hostile mobs, which only spawn in dark caves.
I don't know if this is really a problem. But if it is, and it's not too late, I hope it can be resolved.
Recently I've noticed that caves and ravines are much more often than in versions prior to the Caves & Cliffs Update. Worlds are full of caves, and I can often find cave entrances really close from each other. There are also minimal caves and ravines that are only a few blocks deep, which are meaningless for survival and sometimes make the terrain ugly.
I think such generation is unrealistic, and makes the game too easy--it's unreasonable that anybody can spend no effort finding caves. This also increases the risk of hostile mobs, which only spawn in dark caves.
I don't know if this is really a problem. But if it is, and it's not too late, I hope it can be resolved.
I assume you never played in versions prior to 1.7 then? Back then everybody complained that caves were way too common and extensive:
Have you noticed that caves seem to be too common, or never-endi - Single Choice
No 25.2% Yes 74.8%
Do you find that it is very easy to acquire lots of materials (e - Single Choice
No 19.6% Yes 80.4%
How does it make the game too easy? Well, I can just walk around or dig for 10 minutes, find a cave system, and walk out 10 minutes later with a stack of iron and 3 stacks of coal. There's no point in mining anymore, and in fact, mining would just be disrupted because you would hit caves every few minutes. Caves and ravines aren't special anymore, they're just annoying now. I look in my chest of coal and iron, and it just feels wrong. I'm not proud of having so much resources, because it doesn't feel like I actually worked for them. All I did was accidentally find a cave, and now I have more resources than I'll ever need.
So what can I do with all this iron? Making minecart tracks is useless... All I have to do is go down into the cave system and break the tracks in the mineshaft. So that's not an option.
One cave leads to a mineshaft. The mineshaft leads to a ravine and a few other caves, the ravine leads to even more caves and another mineshaft which leads to more caves and another ravine, and all these caves lead to more caves, and more ravines, and more mineshafts which lead to more and more.
It seems to me that almost every time I attempt to build an underground mine network or structure, I run into a GIGANOURMOUS MONSTER cave network. I'm talking large enough to spend half an IRL day on, fuel the world's furnace demands with coal, and fill chests with iron BLOCKS just by spelunking alone
I myself regularly mine more than 3,000 (yes, three thousand) ores per play session at rates approaching 1,000 mined per hour, many people even think I must be hacking, or I spend all day playing to collect that much, but no, the thread above is right when they say you can spend 10 minutes in a cave and collect 3 stacks of coal and a stack of iron, at least initially (my average rates are about half as high), and I use highly enchanted "end-game" gear (I just cave fro the fun of it), while the average player probably does most of their caving/mining very early on with iron gear at best:
A massive complex of 9 mineshafts, all intersecting (and almost intersecting a 10th mineshaft to the south, which I did not explore, I did not look further but I'd give good odds that that mineshaft interest more mineshafts further south, they are just so unbelievably common in older versions), with 25,000 ores and 30,000 resources (blocks mined) collected from them and surrounding caves and ravines over a week:
A large cave system which yielded 14,500 ores and 16,000 resources over a 4 day period (some also from several mineshafts that intersected it); while comparable in total volume to the mineshaft complex and its associated caves mineshaft corridors are much smaller and the number of exposed blocks / volume decreases as the tunnels get larger:
Coincidentally, just the last time I played I completely outdid myself by collecting an all-time record 1,391 rails in a single play session from a complex of at least 5 mineshafts - "Making minecart tracks is useless... All I have to do is go down into the cave system and break the tracks in the mineshaft" - indeed!:
The contents of my ender chest (modded to have twice the capacity); the blocks in the second row are blocks I added to make it viable to collect rails on the scale that I do (multiple days per caving trip, multiple caving trips per trip back to my main base), with a total of 154 "rail blocks", each equivalent to 9 rails, or 1,391 total (22 stacks) including the 5 in my inventory (the next image shows 1,380 rails; the extra 11 rails came from minecarts and a few that were broken without mining them); the next 3 blocks are "cobweb blocks", each equivalent to 4 cobwebs (the same efficiency as crafting string into wool, as I did before I used Silk Touch shears), and the last is "compressed mossy cobblestone" equivalent to 4 each, from a total of 5 dungeons (hence, I found 18 cave spider spawners in addition to the 5 dungeons):
Here is a look at a couple regions underground, showing everything, caves only, ravines only, and mineshafts only; with regions of higher and lower cave density included; note that even the high density area was still only 7% air between layers 11-62 (the cores of cave systems regularly reach 4-5 times this, ravines are nearly half the volume of caves but seem much smaller since they are vertically deep):
Number of cave systems: 225
Initial number of caves: 1634; largest cave system: 31 (7904 -432)
Total number of caves: 2297; largest cave system: 45 (8000 -272)
Additional circular room caves: 663
Number of small caves: 2224; average width is 5.99
Number of large caves: 73; average width is 12.00; max width: 20.09 (7936 79 508)
Number of circular rooms: 420; average width is 10.99
Additional caves per circular room: 1.58
Average caves per chunk: 0.560791 (4096 chunks)
Number of cave systems: 188
Initial number of caves: 1181; largest cave system: 38 (12736 -304)
Total number of caves: 1643; largest cave system: 54 (13024 -112)
Additional circular room caves: 462
Number of small caves: 1598; average width is 6.02
Number of large caves: 45; average width is 11.72; max width: 17.20 (12476 18 46)
Number of circular rooms: 304; average width is 11.00
Additional caves per circular room: 1.52
Average caves per chunk: 0.40112305 (4096 chunks)
89 ravines
35 mineshafts
Mind that older versions had WAY more ores exposed in caves; coal generated evenly everywhere underground at rates close to the peaks found in modern versions, although rarer ores were less common (90% of all the ores I mine are coal and iron), but even back then most players thought that iron isn't worth mining, they just make an iron farm, and likewise use fuels other than coal:
Also, much older versions, back in InfDev or Alpha, actually had even more caves, this was reduced at some point to the same level found until 1.7 (all the threads complaining about caves in Beta 1.8 are due to the addition of ravines and mineshafts):
A map of caves which I know is from Alpha (from a since-deleted thread for a mapping tool for that version); the total underground volume actually would have been close to that in 1.6.4, just all from caves, so you can even say that Beta 1.8 restored the underground, in a more varied way (older versions also did not have the occasional larger tunnels, they were all 3-9 blocks wide):
I have one small suggestion
Fish traps of some sort.
As of now I am playing on a server and my base is in the center of the ocean. Making a large floating farm would make the base easy to spot. And building one underground is tedious. So the thought that came to mind was an interact able Fish trap Block.
I thought this was a really neat idea and would make for something fun.
Copper Bars
Not as in bricklike bars but similar to the way that iron bars exist in minecraft. I don't have a terrible lot of ideas for them but I just feel like copper would make a nice addition as another type of bar.
My current ideas though are that the bars follow the typical copper oxidation mechanics and have a more "gankly" appearance than iron bars.
Maybe some concrete Slabs would be cool, I find myself wanting to do stuff with concrete that would have Slabs. Either that or cattails
Make a crafting recipe or anvil combo of some kind to combine the elytra and horse armor, also add an option to also put a chest on the horse
I saw it on YouTube and it gave me good information.
lyksoomu.com/14Kxf
It's not gonna happen. They want to keep these as uncraftable treasures instead of...making new treasures?
They are talking about combining elytra and horse armor, not crafting them, presumably so horses would be able to fly, aka a variant of a common suggestion to combine elytra with a chestplate so you can fly and not lose protection (which Mojang is likely to never implement as sacrificing protection for flight is a balancing feature of elytra).
Related suggestion:
https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2999654-elytra-saddle-and-elytra-horse-armor
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?
Flying horses sounds OP, plus it would break the weight of the elytra. I'll have to pass.
A redstone update would have...
As a parity thing, java pistons would gain the ability to push chests.
A third mode for the daylight sensor, with the ability to detect light from blocks.
Tinted stained glass. A light emitting gravity block. A new type of lamp, one whose brightness equals it's redstone signal strength.
A new machine with two abilities: If there is a block-item in front of it, the machine can instantly turn that item into a falling block entity. If there is a non-air block in front of the machine, the machine will slowly turn that block into a falling block entity, taking as long to do it as it would to mine that block by hand.
Metal fences and metal fence gates. The metal fence gates, like iron doors and iron trapdoors, can only be opened by redstone, not by hand. Also, falling block entities on top of metal fences or fence gates do not break into items or turn into blocks.
A redstone power emitting gravity block.
Golden and copper pistons. When redstone power is applied to the golden piston, it extends N/15 of a block, where N is the redstone strength. The copper piston is similar, except it extends N/16 of a block.
Dispensers gain the ability to feed pets and livestock.
Dispensers gain the ability to fire ender pearls. When the projectile strikes, the dispenser and anything attached to it are relocated to strike location, keeping their relative positions.
A block which rotates other blocks when given a redstone pulse.
More types of tripwire hook. On which, when active, powers the block it is attached to. On which, the block it is attached to is powered, activates the tripwire hook on the other end of the tripwire circuit. An inert/insulated one which does nothing but still forms a circuit.
Grindstones can be automated by hopper/dropper.
A Nixie Banner block. It has 16 inventory slots, and each slot holds one banner. When the its redstone signal changes, it breaks a banner attached to it's front or top, puts it into the first empty slot, then replaces the banner it just broke with the one in its Nth inventory, when N is redstone signal strength.
A Nixie Illusion Block. It's inventory holds 16 Block Items. Disguises itself as the block in its Nth inventory slot.
The Nixie Frame block only operates if there is an item frame or glow item frame attached to it's front or top. When the redstone signal strength change, it removes whatever is in said item frame and puts it into its first empty slot, then puts the contents of it's Nth slot into the item frame.
The enderman skull emits redstone power when looked at.
When redstone powered, red ice has a slipperiness greater than 1.0
When an infested block is redstone powered, not only does it not turn into a silverfish, any mob who touches it temporarily turns into a petrified monster statue.
The contents of the Item Sorting Block are always kept in alphabetical / lexographic order.
Dispensers can apply dye to nether portals, coloring them. Portals of different colors don't connect.
My dude, I strongly recommend you split this into a number of topics. It's not even wishlist, it's just too much to think about all at once,.
Also, does redstone currently turn infests into silverfish? IDR this...
I'd like a little hand bell or something so when used all Allays within seek range will come to me, and any within 64 blocks are given the spectral effect for 20 seconds or so. I seem to lose so many of them, for no obvious reason.
Disallow Endermen from smashing crops when they teleport. I built a huge field outside my house to create a nice view and each morning the moment the sun comes up they start rapidly teleporting and smashing my field, so every morning I have to go out and repair the damage they caused.
¯\_(ツ)_/¯
Ladders could be placed on the underside of a block to become monkey bars.
That's... actually an interesting idea. Maybe have it balanced by requiring at least one (if not both) hand(s) to be free though?
Llamas owned by players attack mobs that attacked their owner. The Wandering Llamas automatically defend their owner from hostile mobs and players and attack Zombies and Pillagers on sight. So, it does make sense why Llamas owned by players do not do the same.
-Pharoh in the desert biome
-Mace as a weapon
-Rainbow Ore (better than Netherite)
All are on the commonly suggested ideas that Mojang refuse to add. The Mace and Rainbow Ore sound like mods or from spin off games like Story Mode, Legends, and Dungeons as well
Villagers should emit angry particles when they see a player hurt an Axolotl, Bee, Dolphin, Turtle, Baby Polar Bear, Camel, Sniffer, or Trader Llama, and they should emit angry particles when they see the player stomp Turtle Eggs. Similar to how they emit angry particles when they see a player hurt a Panda. It fits in with Mojang's message on preserving and coexisting peacefully with endangered animals in the game. Trader Llamas are also an ally/protector of Villagers like Iron Golems.
Recently I've noticed that caves and ravines are much more often than in versions prior to the Caves & Cliffs Update. Worlds are full of caves, and I can often find cave entrances really close from each other. There are also minimal caves and ravines that are only a few blocks deep, which are meaningless for survival and sometimes make the terrain ugly.
I think such generation is unrealistic, and makes the game too easy--it's unreasonable that anybody can spend no effort finding caves. This also increases the risk of hostile mobs, which only spawn in dark caves.
I don't know if this is really a problem. But if it is, and it's not too late, I hope it can be resolved.
I assume you never played in versions prior to 1.7 then? Back then everybody complained that caves were way too common and extensive:
If you look at the replies to this thread it seems that more liked the change than not:
https://www.minecraftforum.net/forums/minecraft-java-edition/recent-updates-and-snapshots/381672-it-seems-that-the-underground-is-no-longer-swiss
I myself regularly mine more than 3,000 (yes, three thousand) ores per play session at rates approaching 1,000 mined per hour, many people even think I must be hacking, or I spend all day playing to collect that much, but no, the thread above is right when they say you can spend 10 minutes in a cave and collect 3 stacks of coal and a stack of iron, at least initially (my average rates are about half as high), and I use highly enchanted "end-game" gear (I just cave fro the fun of it), while the average player probably does most of their caving/mining very early on with iron gear at best:
A massive complex of 9 mineshafts, all intersecting (and almost intersecting a 10th mineshaft to the south, which I did not explore, I did not look further but I'd give good odds that that mineshaft interest more mineshafts further south, they are just so unbelievably common in older versions), with 25,000 ores and 30,000 resources (blocks mined) collected from them and surrounding caves and ravines over a week:
A large cave system which yielded 14,500 ores and 16,000 resources over a 4 day period (some also from several mineshafts that intersected it); while comparable in total volume to the mineshaft complex and its associated caves mineshaft corridors are much smaller and the number of exposed blocks / volume decreases as the tunnels get larger:
Coincidentally, just the last time I played I completely outdid myself by collecting an all-time record 1,391 rails in a single play session from a complex of at least 5 mineshafts - "Making minecart tracks is useless... All I have to do is go down into the cave system and break the tracks in the mineshaft" - indeed!:
Here is a look at a couple regions underground, showing everything, caves only, ravines only, and mineshafts only; with regions of higher and lower cave density included; note that even the high density area was still only 7% air between layers 11-62 (the cores of cave systems regularly reach 4-5 times this, ravines are nearly half the volume of caves but seem much smaller since they are vertically deep):
Air volume (layers 11-62):
Total: 6.981%
Caves: 4.584%
Ravines: 1.726%
Mineshafts: 0.873%
Number of cave systems: 225
Initial number of caves: 1634; largest cave system: 31 (7904 -432)
Total number of caves: 2297; largest cave system: 45 (8000 -272)
Additional circular room caves: 663
Number of small caves: 2224; average width is 5.99
Number of large caves: 73; average width is 12.00; max width: 20.09 (7936 79 508)
Number of circular rooms: 420; average width is 10.99
Additional caves per circular room: 1.58
Average caves per chunk: 0.560791 (4096 chunks)
88 ravines
37 mineshafts
Low cave density:
Air volume (layers 11-62):
Total: 5.671%
Caves: 3.223%
Ravines: 1.779%
Mineshafts: 0.795%
Number of cave systems: 188
Initial number of caves: 1181; largest cave system: 38 (12736 -304)
Total number of caves: 1643; largest cave system: 54 (13024 -112)
Additional circular room caves: 462
Number of small caves: 1598; average width is 6.02
Number of large caves: 45; average width is 11.72; max width: 17.20 (12476 18 46)
Number of circular rooms: 304; average width is 11.00
Additional caves per circular room: 1.52
Average caves per chunk: 0.40112305 (4096 chunks)
89 ravines
35 mineshafts
Mind that older versions had WAY more ores exposed in caves; coal generated evenly everywhere underground at rates close to the peaks found in modern versions, although rarer ores were less common (90% of all the ores I mine are coal and iron), but even back then most players thought that iron isn't worth mining, they just make an iron farm, and likewise use fuels other than coal:
Also, much older versions, back in InfDev or Alpha, actually had even more caves, this was reduced at some point to the same level found until 1.7 (all the threads complaining about caves in Beta 1.8 are due to the addition of ravines and mineshafts):
https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/2481644-digging-straight-down-is-safer-than-i-thought?comment=11
A map of caves which I know is from Alpha (from a since-deleted thread for a mapping tool for that version); the total underground volume actually would have been close to that in 1.6.4, just all from caves, so you can even say that Beta 1.8 restored the underground, in a more varied way (older versions also did not have the occasional larger tunnels, they were all 3-9 blocks wide):
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?