I was surprised to learn that applying dye to a sheep permanently changes its color, such that its children will likely be the new color, and every coat the sheep regrows will be in the new color. In my opinion, this makes it way too easy to get an infinite supply of what should be a rare color of wool.
For example, if I get even ONE cocoa bean, I can use it to dye a sheep, then sheer or breed that sheep to quickly build an infinite supply of brown wool, even though I only ever found one single cocoa bean. I think Mojang is missing an opportunity to make very low-value items much more valuable to players, which would result in more adventuring by individuals (to find more dye prerequisites), and more social interaction in multiplayer (to trade those valuables).
Further, the current system doesn't quite make sense in another way - if a sheep drops several blocks of wool when sheared, it must be covered with several blocks of wool. And when I dye a sheep, ALL of his wool is dyed. It follows, then, that a single unit of dye can color several blocks of wool. So why, then, can I only dye a single block of wool at a with a unit of dye on my crafting table?
Similarly, why can I dye a colored sheep another color without first bleaching it, but I can't do that on my crafting table with a block of wool?
To improve on all of these, I suggest that dyes be "fed" to sheep, which makes their next coat only grow in the dye color, and which would not impact the color of their children. The color of children could be determined instead by the (un-dyed) color of their parents via a probability (punnett square?), making the breeding of sheep an interesting and challenging (for some) gameplay experience. Sheep would still be the more productive approach to producing colored wool (compared with dyeing single wool blocks via crafting), but because dyes are not permanent, the materials used to produce the rarer dyes become a valuable commodity which promotes adventure and multiplayer trading, rather than a numbing, repetitive, stay-home, shear-and-wait gameplay experience.
In my opinion, this makes it way too easy to get an infinite supply of what should be a rare color of wool.
It's extremely convenient this way and means I won't have to dig constantly for Lapis to complete an above-ground Blue carpeted home, or grind for more magenta dye than I can possibly afford to settle for that color. Sure it's cheap and easy to get tons of, but it's...dyed wool. Being able to farm Blue Wool is about as "overpowered" as being able to farm Eggs from fenced chickens. It doesn't have a extremely destructive impact on the game considering it's solely cosmetic.
It doesn't have a extremely destructive impact on the game considering it's solely cosmetic.
I'm saying it's a missed opportunity to encourage players to interact with each other. Besides if you just want to build something pretty, there's always creative mode. Making certain colors of wool much harder to get would make building something with them all the more an accomplishment.
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Curse PremiumFor example, if I get even ONE cocoa bean, I can use it to dye a sheep, then sheer or breed that sheep to quickly build an infinite supply of brown wool, even though I only ever found one single cocoa bean. I think Mojang is missing an opportunity to make very low-value items much more valuable to players, which would result in more adventuring by individuals (to find more dye prerequisites), and more social interaction in multiplayer (to trade those valuables).
Further, the current system doesn't quite make sense in another way - if a sheep drops several blocks of wool when sheared, it must be covered with several blocks of wool. And when I dye a sheep, ALL of his wool is dyed. It follows, then, that a single unit of dye can color several blocks of wool. So why, then, can I only dye a single block of wool at a with a unit of dye on my crafting table?
Similarly, why can I dye a colored sheep another color without first bleaching it, but I can't do that on my crafting table with a block of wool?
To improve on all of these, I suggest that dyes be "fed" to sheep, which makes their next coat only grow in the dye color, and which would not impact the color of their children. The color of children could be determined instead by the (un-dyed) color of their parents via a probability (punnett square?), making the breeding of sheep an interesting and challenging (for some) gameplay experience. Sheep would still be the more productive approach to producing colored wool (compared with dyeing single wool blocks via crafting), but because dyes are not permanent, the materials used to produce the rarer dyes become a valuable commodity which promotes adventure and multiplayer trading, rather than a numbing, repetitive, stay-home, shear-and-wait gameplay experience.
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It's extremely convenient this way and means I won't have to dig constantly for Lapis to complete an above-ground Blue carpeted home, or grind for more magenta dye than I can possibly afford to settle for that color. Sure it's cheap and easy to get tons of, but it's...dyed wool. Being able to farm Blue Wool is about as "overpowered" as being able to farm Eggs from fenced chickens. It doesn't have a extremely destructive impact on the game considering it's solely cosmetic.
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Curse PremiumI'm saying it's a missed opportunity to encourage players to interact with each other. Besides if you just want to build something pretty, there's always creative mode. Making certain colors of wool much harder to get would make building something with them all the more an accomplishment.
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