1. Composting poisonous potatoes. I know this has been said before but it needs said again. Poisonous potatoes have no real use currently. Those who claim that the "poison" wouldn't make sense to put in a composter are making those observations over gut instincts and not the science of decomposition.
2. Wandering trader sells bamboo. Scaffolding is an excellent addition, but one will not be able to utilize it until finding a jungle biome; an admittedly rare occurrence. Maybe add the chance for a wandering trader to sell bamboo, it fits in with their other trades and makes it minimally more common without requiring laborious searching for jungles.
3. Clay/Bricks rarity. 1.14 has been a step in the right direction with villages incorporating clay, terra-cotta, and brick blocks, even with villagers selling bricks. However, it remains wildly difficult to create any substantial structure out a bricks due to the straight-up rarity. Clay can be harvested, but it is not renewable nor does it spawn in large packs. Perhaps it could spawn underground at times much like gravel, diorite, etc.
2. Wandering trader sells bamboo. Scaffolding is an excellent addition, but one will not be able to utilize it until finding a jungle biome; an admittedly rare occurrence. Maybe add the chance for a wandering trader to sell bamboo, it fits in with their other trades and makes it minimally more common without requiring laborious searching for jungles.
Support.
3. Clay/Bricks rarity. 1.14 has been a step in the right direction with villages incorporating clay, terra-cotta, and brick blocks, even with villagers selling bricks. However, it remains wildly difficult to create any substantial structure out a bricks due to the straight-up rarity. Clay can be harvested, but it is not renewable nor does it spawn in large packs. Perhaps it could spawn underground at times much like gravel, diorite, etc.
1. Composting poisonous potatoes. I know this has been said before but it needs said again. Poisonous potatoes have no real use currently. Those who claim that the "poison" wouldn't make sense to put in a composter are making those observations over gut instincts and not the science of decomposition.
2. Wandering trader sells bamboo. Scaffolding is an excellent addition, but one will not be able to utilize it until finding a jungle biome; an admittedly rare occurrence. Maybe add the chance for a wandering trader to sell bamboo, it fits in with their other trades and makes it minimally more common without requiring laborious searching for jungles.
3. Clay/Bricks rarity. 1.14 has been a step in the right direction with villages incorporating clay, terra-cotta, and brick blocks, even with villagers selling bricks. However, it remains wildly difficult to create any substantial structure out a bricks due to the straight-up rarity. Clay can be harvested, but it is not renewable nor does it spawn in large packs. Perhaps it could spawn underground at times much like gravel, diorite, etc.
1 ) is perfectly logical and would have minimal impact on gameplay but is (with near certainty) a dead letter as MS/Mj has repeatedly and publical proclalimed that poisonous potatoes will never, ever, ever (like ever) be gven a use.
2 ) allowing access to a biome specific resource without the need to find/visit the biome (or trade with a player who had) seems like a subversion of the biome specific nature of that resource. The cocoa bean trade already starts down this road, but the inability to farm these without jungle logs prevents that trade from breaking the system.
3 ) rather than tweaking the rarity of a non-renewable, making the resource actually renewable seems preferrable.
There have been suggestions for making sand renewable by crafting it from gravel which is also changed to be craftable from cobble.
Extending this sequence to permit clay to be crafted from sand (making all three resources renewable) would solve multiple problems in a consistent framework.
Rather than simply using a crafting bench (as most/all previous suggestions have done) a WS [Mill] might be introduced that would accomplish the grinding in the same fashion that a furnace smelts. This would limit availability of the item by the time required per operation.
Assuming the Mill worked as the furnace, this would mean 30 seconds to convert one cobble block to 1 clay block which is fast enough to meet building needs with ganged and/or automated mills, but slow enough not to be overpowered (even without requiring a fuel equivalent)
[Numbers may want tweaking, as the above is off the cuff…]
Unfortunately this may well get locked as a wishlist, in which case the Mill or alternative solution to clay non-renewability (at least) really ought be continued in its own thread…
Rollback Post to RevisionRollBack
"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.
I'll make this short and simple for you.
1. Composting poisonous potatoes. I know this has been said before but it needs said again. Poisonous potatoes have no real use currently. Those who claim that the "poison" wouldn't make sense to put in a composter are making those observations over gut instincts and not the science of decomposition.
2. Wandering trader sells bamboo. Scaffolding is an excellent addition, but one will not be able to utilize it until finding a jungle biome; an admittedly rare occurrence. Maybe add the chance for a wandering trader to sell bamboo, it fits in with their other trades and makes it minimally more common without requiring laborious searching for jungles.
3. Clay/Bricks rarity. 1.14 has been a step in the right direction with villages incorporating clay, terra-cotta, and brick blocks, even with villagers selling bricks. However, it remains wildly difficult to create any substantial structure out a bricks due to the straight-up rarity. Clay can be harvested, but it is not renewable nor does it spawn in large packs. Perhaps it could spawn underground at times much like gravel, diorite, etc.
First off, this is a wishlist.
Support. Currently they are just a waste item.
Support.
Support.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
1 ) is perfectly logical and would have minimal impact on gameplay but is (with near certainty) a dead letter as MS/Mj has repeatedly and publical proclalimed that poisonous potatoes will never, ever, ever (like ever) be gven a use.
2 ) allowing access to a biome specific resource without the need to find/visit the biome (or trade with a player who had) seems like a subversion of the biome specific nature of that resource. The cocoa bean trade already starts down this road, but the inability to farm these without jungle logs prevents that trade from breaking the system.
3 ) rather than tweaking the rarity of a non-renewable, making the resource actually renewable seems preferrable.
There have been suggestions for making sand renewable by crafting it from gravel which is also changed to be craftable from cobble.
Extending this sequence to permit clay to be crafted from sand (making all three resources renewable) would solve multiple problems in a consistent framework.
Rather than simply using a crafting bench (as most/all previous suggestions have done) a WS [Mill] might be introduced that would accomplish the grinding in the same fashion that a furnace smelts. This would limit availability of the item by the time required per operation.
Assuming the Mill worked as the furnace, this would mean 30 seconds to convert one cobble block to 1 clay block which is fast enough to meet building needs with ganged and/or automated mills, but slow enough not to be overpowered (even without requiring a fuel equivalent)
[Numbers may want tweaking, as the above is off the cuff…]
Unfortunately this may well get locked as a wishlist, in which case the Mill or alternative solution to clay non-renewability (at least) really ought be continued in its own thread…