Crafting a set of 4-5 string in a crafting table should give you 4-5 or 3-4 cobwebs. Make them renewable as they're too rare and irksome to be efficient traps if non-renewable, I just get string from them instead because it's more convenient to use string than cobwebs and sword to mine cobwebs than shears.
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In older console versions (legacy versions) you could craft 1 cobweb into 9 string. So if they bring that back and make it craftable from 9 string, that'd be kind of good.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Cobwebs aren't really that rare / difficult to collect; most people just don't want to do what should be a major part of the game anymore, even after 1.18:
I also only collect cobwebs from cave spider spawners as I clear them out, I haven't even collected half of what was originally present, if I did they would easily be the 3rd-4th most common resource I've collected (these numbers are what was left in the world the stats above came from and are also are highly misleading, diamond might be more common but most of it is buried while cobwebs are out in the open, hence why it is much easier to collect, I've collected only 4% of all diamond ore but 40% of all cobwebs):
Of course, Mojang has severely nerfed the frequency of mineshafts since 1.6.4 (2.5 times rarer in 1.7; effectively another 2 times rarer in 1.18. I'll note that my first world isn't pure vanilla, about 20% of mineshafts have been removed due to being in areas of high cave density so vanilla would have 25% more mineshafts/cobwebs, and prior to 1.13 they were less common within 1280 blocks of the origin, reducing the amounts I've collected further, conversely, they are easier to find within 256 blocks of the origin, or 512 blocks when just counting mineshafts per chunk).
Obviously, my solution to this would be to make them more common, maybe even double the 1.6.4 frequency but not generating in large caves / areas of high cave density (if half are removed then the overall frequency is the same as 1.6.4, with double the volume to generate in so on average you still find one in twice as much caving as in 1.6.4. I'll note that the area I explore per 3 1/2 hour session contains an average of one mineshaft in 1.6.4 so with double the volume you are looking at 7 hours of nonstop caving, but you only need to encounter one part to find the whole structure, which covers around half the total area, hence why many thought they were way too common; a good comparison might be TMCW, which has about half the mineshafts of 1.6.4 and I found parts of no less than 4 separate mineshafts on the first day of caving, one within minutes, as have others who have played on the mod).
Maybe one solution is to have cave spiders place cobwebs nearby as a way to try to slow down/trap the player; if they also lived up to their name and spawned anywhere underground (not very commonly) then you could obtain cobwebs without finding a mineshaft, which would still be the main/easiest way to collect them in large amounts and give players some incentive to "mine"craft (otherwise they will just set up spider farms for string; as cave spiders would only produce cobwebs when attacking a player and need to be harvested with shears they would effectively be "rare" drops / require player interaction).
In older console versions (legacy versions) you could craft 1 cobweb into 9 string. So if they bring that back and make it craftable from 9 string, that'd be kind of good.
That works backwards, but cobwebs drop 1 string from a sword so having them give you 9 when you shear them first is a bit OP.
Cobwebs aren't really that rare / difficult to collect; most people just don't want to do what should be a major part of the game anymore, even after 1.18:
I also only collect cobwebs from cave spider spawners as I clear them out, I haven't even collected half of what was originally present, if I did they would easily be the 3rd-4th most common resource I've collected (these numbers are what was left in the world the stats above came from and are also are highly misleading, diamond might be more common but most of it is buried while cobwebs are out in the open, hence why it is much easier to collect, I've collected only 4% of all diamond ore but 40% of all cobwebs):
Of course, Mojang has severely nerfed the frequency of mineshafts since 1.6.4 (2.5 times rarer in 1.7; effectively another 2 times rarer in 1.18. I'll note that my first world isn't pure vanilla, about 20% of mineshafts have been removed due to being in areas of high cave density so vanilla would have 25% more mineshafts/cobwebs, and prior to 1.13 they were less common within 1280 blocks of the origin, reducing the amounts I've collected further, conversely, they are easier to find within 256 blocks of the origin, or 512 blocks when just counting mineshafts per chunk).
Obviously, my solution to this would be to make them more common, maybe even double the 1.6.4 frequency but not generating in large caves / areas of high cave density (if half are removed then the overall frequency is the same as 1.6.4, with double the volume to generate in so on average you still find one in twice as much caving as in 1.6.4. I'll note that the area I explore per 3 1/2 hour session contains an average of one mineshaft in 1.6.4 so with double the volume you are looking at 7 hours of nonstop caving, but you only need to encounter one part to find the whole structure, which covers around half the total area, hence why many thought they were way too common; a good comparison might be TMCW, which has about half the mineshafts of 1.6.4 and I found parts of no less than 4 separate mineshafts on the first day of caving, one within minutes, as have others who have played on the mod).
Maybe one solution is to have cave spiders place cobwebs nearby as a way to try to slow down/trap the player; if they also lived up to their name and spawned anywhere underground (not very commonly) then you could obtain cobwebs without finding a mineshaft, which would still be the main/easiest way to collect them in large amounts and give players some incentive to "mine"craft (otherwise they will just set up spider farms for string; as cave spiders would only produce cobwebs when attacking a player and need to be harvested with shears they would effectively be "rare" drops / require player interaction).
Well, cobwebs are common in the sense mines are common, if you mine all the time. Although mesas make that easier. When I'm talking about cobwebs I mean the industrial levels used in mob farms and fight arenas, that's typically more than the stack or two I get from a single mineshaft. Especially because players will likely sword them and destroy them.
I do know cobwebs spawn in small amounts in rarer structures but that's not even worth considering.
Mineshafts aren't all that common as they used to be but I think it's sufficient if mining is the only thing you do. (This is true for me in servers, but not so much in singleplayer).
*Also yes I like the cave spider ideas and have suggested these before, but I think the cave spiders are still seen as too hard to put in normal cave or spawn cobwebs. I wish normal spiders would spawn cobwebs at times too, though.
I actually have seen it. I've even used it a few times in my own snapshot world. While a fair enough solution, I still think adding in the legacy features I described would be ultimately better, as it gives the player a chance to make cobwebs themselves from string they collect from killing spiders. Also, not everyone thinks to make shears and carry them with when they go mining.
Besides, in order to make the new Weaving potion, you need cobwebs to begin with. The most common place to find them are in Mineshafts, which aren't as common in most areas as far as I know, or you can find them in Stronghold Libraries, which don't always generate in Strongholds.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
As it's only 1-2 cobwebs per mob, this is hardly efficient unless you splash and then kill a whole group in a spread out area that leaves room for many distinct air voxels to fill up with cobs.
I actually have seen it. I've even used it a few times in my own snapshot world. While a fair enough solution, I still think adding in the legacy features I described would be ultimately better, as it gives the player a chance to make cobwebs themselves from string they collect from killing spiders. Also, not everyone thinks to make shears and carry them with when they go mining.
Besides, in order to make the new Weaving potion, you need cobwebs to begin with. The most common place to find them are in Mineshafts, which aren't as common in most areas as far as I know, or you can find them in Stronghold Libraries, which don't always generate in Strongholds.
You are about to be on the receiving ends of TMC's 'just cave more' argument when discussing rarity, cobwebs are not rare. Cobwebs do also spawn in igloo basements, mansion secret rooms, abandoned villages, ancient cities, trial chambers, and several other rarer structures.
The legacy features are simply less of an obtuse effort for a niche item that is really only useful for mob farms and the odd PvP long-run.
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For the amount of time I've actually played on my recent world, the amount of caving I've done is almost excessive. Practically all my resources I own, are from caving and not strip mining or other resource farms (No Iron, Copper, Gold, Redstone farms.). I think I'm at around 9 stacks of Cobwebs from the mineshafts I've found, which were mostly found from the Cave spider spawners. People also use these for decorations, to make something look aged or similar to the abandoned villages.
I'm just of the belief that if a block or item exists, that there should be a way to create it when logical. String into cobwebs makes sense to me.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Either what ActuallyS8N said, where 9 string is 1 cobweb, or spiders have a 5% chance of placing a cobweb when they die but hat might screw up spider farms so...
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I think the spider death placing cobwebs would almost negate the new potion. And a new design for a spider farm would probably be worked out if it was introduced.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
I have to agree with allyourbasesaregone on this one, I never thought of Cobwebs as particularly rare items, yes they are not renewable, but it does not matter very much as they don't seem to have much use in the game, most players including myself use them for decoration. I believe I have two stacks and change of these items already, these were scooped up from Abandoned Mineshafts during my mining sessions.
These are intended to make certain areas of my castle build look old and inhabited by small spiders though for realism sake I'd just call them House Spiders which the game does not have, the game only has two non real life species of spider in the game, Cave Spiders and Spiders, seriously which species are they meant to be really? each species in real life have a name, Spiders are not just called "Spiders", there's Black Widows, Jumping Spiders, Wolf Spiders and of course the common house Spiders.
These are intended to make certain areas of my castle build look old and inhabited by small spiders though for realism sake I'd just call them House Spiders which the game does not have, the game only has two non real life species of spider in the game, Cave Spiders and Spiders, seriously which species are they meant to be really? each species in real life have a name, Spiders are not just called "Spiders", there's Black Widows, Jumping Spiders, Wolf Spiders and of course the common house Spiders.
I mean, take the real world largest spiders we're aware of: Tarantulas, Wolf Spiders, Hunstman Spiders, and make them even bigger. This might be as close to what they are from the game. As for the cave spider, take some venomous spider and make it bigger. Same deal.
Regardless of a personal reason for not including them, Mojang has already implemented a way to craft them in earlier versions and left it out of any version beyond the legacy for some reason. Some people just like to collect oddities or rarities for the sake of collecting things. Having a way to craft them seems doable and plausible.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
I mean, take the real world largest spiders we're aware of: Tarantulas, Wolf Spiders, Hunstman Spiders, and make them even bigger. This might be as close to what they are from the game. As for the cave spider, take some venomous spider and make it bigger. Same deal.
Regardless of a personal reason for not including them, Mojang has already implemented a way to craft them in earlier versions and left it out of any version beyond the legacy for some reason. Some people just like to collect oddities or rarities for the sake of collecting things. Having a way to craft them seems doable and plausible.
Fair enough, and on the point allyourbasesmade about just do more caving, which he said TMC would likely end up lecturing you about I'm sure. That person is hardly representative of the general player base, and TMC even implied such when mentioning how much people abhor strip mining.
But this is someone who if I remember correctly, expects players to spend the entire resource cost of a tool to repair them, ignoring the tediousness that comes with that as well as the practicality problems when you bring in ancient debris for netherite gear into the discussion.
Mining does get boring if it is done for too many hours, and some players would like alternatives even if they are renewable via some kind of manual killing farm. I know Cobwebs are not used for tools or armour, I'm just saying, I do see why you would want it to be renewable if for whatever reason, those niche items don't satisfy your demands for your builds.
People build differently. Just because you might only use "a few" for decor, doesn't mean everybody else will.
I can't argue with that, yes. Which is why I'm saying that it ought to be easier to get cobwebs on a farmable basis (with the help of the new autocrafter), than to rely on potions that require specific situations and group targeting, or on structures which are manual and not automatable.
I can't really imagine structures other than spider nests and traps using a lot of cobwebs, but in simple principle, if it comes from string, it should be possible to make from string. Then again, that's not the case for saddles and many other semi-rare items.
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And the suggestion you seem to be bypassing, is that they should be craftable. Based on the fact that they allowed you to turn Cobwebs into 9 string in Legacy Versions. They were partially there in making this feasible, but removed it going into Bedrock.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Crafting a set of 4-5 string in a crafting table should give you 4-5 or 3-4 cobwebs. Make them renewable as they're too rare and irksome to be efficient traps if non-renewable, I just get string from them instead because it's more convenient to use string than cobwebs and sword to mine cobwebs than shears.
In older console versions (legacy versions) you could craft 1 cobweb into 9 string. So if they bring that back and make it craftable from 9 string, that'd be kind of good.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
Cobwebs aren't really that rare / difficult to collect; most people just don't want to do what should be a major part of the game anymore, even after 1.18:
I also only collect cobwebs from cave spider spawners as I clear them out, I haven't even collected half of what was originally present, if I did they would easily be the 3rd-4th most common resource I've collected (these numbers are what was left in the world the stats above came from and are also are highly misleading, diamond might be more common but most of it is buried while cobwebs are out in the open, hence why it is much easier to collect, I've collected only 4% of all diamond ore but 40% of all cobwebs):
Of course, Mojang has severely nerfed the frequency of mineshafts since 1.6.4 (2.5 times rarer in 1.7; effectively another 2 times rarer in 1.18. I'll note that my first world isn't pure vanilla, about 20% of mineshafts have been removed due to being in areas of high cave density so vanilla would have 25% more mineshafts/cobwebs, and prior to 1.13 they were less common within 1280 blocks of the origin, reducing the amounts I've collected further, conversely, they are easier to find within 256 blocks of the origin, or 512 blocks when just counting mineshafts per chunk).
Obviously, my solution to this would be to make them more common, maybe even double the 1.6.4 frequency but not generating in large caves / areas of high cave density (if half are removed then the overall frequency is the same as 1.6.4, with double the volume to generate in so on average you still find one in twice as much caving as in 1.6.4. I'll note that the area I explore per 3 1/2 hour session contains an average of one mineshaft in 1.6.4 so with double the volume you are looking at 7 hours of nonstop caving, but you only need to encounter one part to find the whole structure, which covers around half the total area, hence why many thought they were way too common; a good comparison might be TMCW, which has about half the mineshafts of 1.6.4 and I found parts of no less than 4 separate mineshafts on the first day of caving, one within minutes, as have others who have played on the mod).
Maybe one solution is to have cave spiders place cobwebs nearby as a way to try to slow down/trap the player; if they also lived up to their name and spawned anywhere underground (not very commonly) then you could obtain cobwebs without finding a mineshaft, which would still be the main/easiest way to collect them in large amounts and give players some incentive to "mine"craft (otherwise they will just set up spider farms for string; as cave spiders would only produce cobwebs when attacking a player and need to be harvested with shears they would effectively be "rare" drops / require player interaction).
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 works backwards, but cobwebs drop 1 string from a sword so having them give you 9 when you shear them first is a bit OP.
Well, cobwebs are common in the sense mines are common, if you mine all the time. Although mesas make that easier. When I'm talking about cobwebs I mean the industrial levels used in mob farms and fight arenas, that's typically more than the stack or two I get from a single mineshaft. Especially because players will likely sword them and destroy them.
I do know cobwebs spawn in small amounts in rarer structures but that's not even worth considering.
Mineshafts aren't all that common as they used to be but I think it's sufficient if mining is the only thing you do. (This is true for me in servers, but not so much in singleplayer).
*Also yes I like the cave spider ideas and have suggested these before, but I think the cave spiders are still seen as too hard to put in normal cave or spawn cobwebs. I wish normal spiders would spawn cobwebs at times too, though.
Okay, so 1.21 is bringing in this:
Weaving – Minecraft Wiki
Looks like the issue is solved.
Forget about crafting, add a whole new mob: A friendly spider that you chuck string at and they'll weave it into webs for you.
I bet you have not seen the new weave potion!
I actually have seen it. I've even used it a few times in my own snapshot world. While a fair enough solution, I still think adding in the legacy features I described would be ultimately better, as it gives the player a chance to make cobwebs themselves from string they collect from killing spiders. Also, not everyone thinks to make shears and carry them with when they go mining.
Besides, in order to make the new Weaving potion, you need cobwebs to begin with. The most common place to find them are in Mineshafts, which aren't as common in most areas as far as I know, or you can find them in Stronghold Libraries, which don't always generate in Strongholds.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
I literally mentioned it in an earlier reply to myself in the thread:
As it's only 1-2 cobwebs per mob, this is hardly efficient unless you splash and then kill a whole group in a spread out area that leaves room for many distinct air voxels to fill up with cobs.
You are about to be on the receiving ends of TMC's 'just cave more' argument when discussing rarity, cobwebs are not rare. Cobwebs do also spawn in igloo basements, mansion secret rooms, abandoned villages, ancient cities, trial chambers, and several other rarer structures.
The legacy features are simply less of an obtuse effort for a niche item that is really only useful for mob farms and the odd PvP long-run.
For the amount of time I've actually played on my recent world, the amount of caving I've done is almost excessive. Practically all my resources I own, are from caving and not strip mining or other resource farms (No Iron, Copper, Gold, Redstone farms.). I think I'm at around 9 stacks of Cobwebs from the mineshafts I've found, which were mostly found from the Cave spider spawners. People also use these for decorations, to make something look aged or similar to the abandoned villages.
I'm just of the belief that if a block or item exists, that there should be a way to create it when logical. String into cobwebs makes sense to me.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
Either what ActuallyS8N said, where 9 string is 1 cobweb, or spiders have a 5% chance of placing a cobweb when they die but hat might screw up spider farms so...
I think the spider death placing cobwebs would almost negate the new potion. And a new design for a spider farm would probably be worked out if it was introduced.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
I have to agree with allyourbasesaregone on this one, I never thought of Cobwebs as particularly rare items, yes they are not renewable, but it does not matter very much as they don't seem to have much use in the game, most players including myself use them for decoration. I believe I have two stacks and change of these items already, these were scooped up from Abandoned Mineshafts during my mining sessions.
These are intended to make certain areas of my castle build look old and inhabited by small spiders though for realism sake I'd just call them House Spiders which the game does not have, the game only has two non real life species of spider in the game, Cave Spiders and Spiders, seriously which species are they meant to be really? each species in real life have a name, Spiders are not just called "Spiders", there's Black Widows, Jumping Spiders, Wolf Spiders and of course the common house Spiders.
nvm somebody already said what i said
I mean, take the real world largest spiders we're aware of: Tarantulas, Wolf Spiders, Hunstman Spiders, and make them even bigger. This might be as close to what they are from the game. As for the cave spider, take some venomous spider and make it bigger. Same deal.
Regardless of a personal reason for not including them, Mojang has already implemented a way to craft them in earlier versions and left it out of any version beyond the legacy for some reason. Some people just like to collect oddities or rarities for the sake of collecting things. Having a way to craft them seems doable and plausible.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
Fair enough, and on the point allyourbasesmade about just do more caving, which he said TMC would likely end up lecturing you about I'm sure. That person is hardly representative of the general player base, and TMC even implied such when mentioning how much people abhor strip mining.
But this is someone who if I remember correctly, expects players to spend the entire resource cost of a tool to repair them, ignoring the tediousness that comes with that as well as the practicality problems when you bring in ancient debris for netherite gear into the discussion.
Mining does get boring if it is done for too many hours, and some players would like alternatives even if they are renewable via some kind of manual killing farm. I know Cobwebs are not used for tools or armour, I'm just saying, I do see why you would want it to be renewable if for whatever reason, those niche items don't satisfy your demands for your builds.
Cobwebs' main expenditure would be for PvP fights, actually. You only need a few for traps or decor. As I said
People build differently. Just because you might only use "a few" for decor, doesn't mean everybody else will.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
I can't argue with that, yes. Which is why I'm saying that it ought to be easier to get cobwebs on a farmable basis (with the help of the new autocrafter), than to rely on potions that require specific situations and group targeting, or on structures which are manual and not automatable.
I can't really imagine structures other than spider nests and traps using a lot of cobwebs, but in simple principle, if it comes from string, it should be possible to make from string. Then again, that's not the case for saddles and many other semi-rare items.
And the suggestion you seem to be bypassing, is that they should be craftable. Based on the fact that they allowed you to turn Cobwebs into 9 string in Legacy Versions. They were partially there in making this feasible, but removed it going into Bedrock.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.