Even though proven that one can normally craft rare items from a structure's chest, your point is not yet fulfilled it's argument(s). Horse armor is rare, especially the diamond variation. The idea of a new rare uncraftable food item is redundant, and it's suggested properties are fulfilled by the golden carrot. This suggestion is nostalgically biased, but it deserves a different item. You can practically farm saddles upon discovering a village and producing countless sugarcane. Name tags are almost never used, and usually are engulfed in dust in your ender chest. A new enchantment is not needed, as this can be accomplished using a high level instant saturation. I completely agree on the fact that dungeons tend to disappoint you once you find numerous of them. Unfortunately, the waybread is not the best way to represent the solution. Some other things like skeleton skulls would make more sense, as you need many to create wonderful creeper head fireworks in survival.
Is a new food item really all that redundant? Yes, a golden carrot is a good food item, however not as good as you're appraising it at. For one thing, you're failing to take the way saturation works into account. It can only be as high as your current hunger, so while a golden carrot gives a lot of saturation value, a lot of that is likely to be wasted, and you will need to eat many to fill your hunger. Even then, your saturation and hunger will go down at normal rates afterwards. Waybread would, first of all, set hunger and saturation to their maximum values after eating just one item, giving a significant time advantage, which can be important in emergency situations. Secondly, while the Fortitude effect might not seem like much, it would actually greatly extend the amount of time until a player needs until they must eat again, since it requires that the effect timer run out before any hunger loss takes place, in addition to however long it takes for normal hunger loss to take effect.
This was not simply a decision inspired by nostalgia. Not even the initial idea is based solely on nostalgia. The decision to add a unique item to chests comes from the fact that chests have become under-valued. You can see this in Let's Play series', where dungeons getting looted may mean half or more of the contents left behind. There is an interest in horse armour, saddles, and nametags now, but eventually that will die out, as people realize how few of these they actually need, and develop better villager systems.
As to the item itself, I could only suggest one thing, so please believe me when I say I put a lot of thought into it. Think about what Waybread is suggested as. It's a superfood. One piece saves a player from having to eat several times. This was directly inspired by complaints that hunger is difficult to maintain in the latest versions. Yes, it could have other effects on top of it (I've mentioned this elsewhere in the topic). However, I don't think that it should be overpowered versus a golden apple, or else those would lose their value. The reward for Waybread is in stamina. It keeps you going for longer, with less wasted inventory space.
If you want to see mob heads in chests though, I would encourage you to create a topic for that, or even to post it in Small Suggestions. I would certainly support it.
I like this. I often don't even look for dungeons any more until much later in the game because they are full of junk. Although they could just update the loot list to have things that are actual loot, like enchanted weapons, armor, and tools or partially filled in maps of other parts of the world. Actually, I'm going to go create a thread for this. After I search for it.
I'm on the fence about this one. On one hand, I like the core concept, and I like better dungeon loot (horse armour is useless if you're like me and don't use horses, music discs are cool... until you realize they don't do anything, and mossy cobblestone is great for aesthetics, but find a single Jungle Temple and you're set for a long time), but I don't like the idea of LotR invading Minecraft.
Can't we just call it Golden Bread?
Rollback Post to RevisionRollBack
Attention all you humans - Who feel the overload
A message from the underworld - We finally broke the code
There is no god in heaven - There is no answer fit
Just a phantom overlord who says that this is it, I said yeah
Could someone further explain the saturation effect to me? It seems that's the only real discrepancy here, but from my knowledge a fortitude potion effect would be different from the saturation effect, though there is a fine line.
I, for one, am sick of getting balls-deep into a zombie siege and then realizing it's not the multiple child zombies inflicting damage to my health bar, but my empty food bar dealing those blows.
I'd promptly scarf down some waybread and return to soaking up xp at the expense of the undead.
Full SUPPORT.
Well, the saturation effect gives you 2 hunger per tick, which is very fast. You lose a bit of hunger, but you gain it right back. Hunger-stalling effects, in my opinion, are worthless because of saturation.
Well, the saturation effect gives you 2 hunger per tick, which is very fast. You lose a bit of hunger, but you gain it right back. Hunger-stalling effects, in my opinion, are worthless because of saturation.
Fortitude is different though. It keeps your saturation and hunger bars full, so you don't suddenly become hungry the moment it wears off. Fortitude is useful for various reasons that I can see,like covering lots of ground sprint-jumping without suffering for it.
Anyways, I would suggest that fortitude manifest on the GUI by either turning the hunger bar golden, showing its protected, or making it disappear to show that you don't need to worry about it.
So is it safe to say fortitude is an improvement on the saturation effect, considering fortitude would render saturation effects useless when used?
Fortitude would keep me from going hungry for a 3 to 5 minute buff, which is cool for me because I like getting in the middle of a sea of hostile mobs when I battle, it makes things more epic. I'd hate to suddenly die and lose all but 5 of my xp because I'm so hungry I can't regenerate health.
Sniped by a skeleton's bow, getting blown up by a creeper, and getting rushed by baby zombies are all fitting ends I'd say. Dying in the middle of the night because you're hungry, a time you could have slept through and not wasted any of your food bar, is not a fitting end.
As an aside, if we parallel food consumption in the real world to minecraft, the morbidly obese would be the pinnacle of health while skinny dudes like me might die if we slept for too long. hahaha
This is an amazing idea. I think it would be interesting if short-lasting fortitude potions could be made, though. Not a full five minutes, but about thirty seconds, so you could sprint a moderate distance without getting hungry.
No need for Fortitude effect *cough* Saturation *cough* Look it up *cough*
I would suggest rereading the concept. You seem to be utterly missing the point.
Waybread would give full hunger, full saturation, and apply the fortitude effect. The result is an item that fills hunger, and keeps it full for longer than would normally be possible.
the point is that they aren't renewable. They're a useful boost, bu they're not essential to survival.
Exactly. If they were craftable, then they would fail at their purpose as a motivator to get people looking for dungeons, because it would be easier to just craft them.
Is a new food item really all that redundant? Yes, a golden carrot is a good food item, however not as good as you're appraising it at. For one thing, you're failing to take the way saturation works into account. It can only be as high as your current hunger, so while a golden carrot gives a lot of saturation value, a lot of that is likely to be wasted, and you will need to eat many to fill your hunger. Even then, your saturation and hunger will go down at normal rates afterwards. Waybread would, first of all, set hunger and saturation to their maximum values after eating just one item, giving a significant time advantage, which can be important in emergency situations. Secondly, while the Fortitude effect might not seem like much, it would actually greatly extend the amount of time until a player needs until they must eat again, since it requires that the effect timer run out before any hunger loss takes place, in addition to however long it takes for normal hunger loss to take effect.
This was not simply a decision inspired by nostalgia. Not even the initial idea is based solely on nostalgia. The decision to add a unique item to chests comes from the fact that chests have become under-valued. You can see this in Let's Play series', where dungeons getting looted may mean half or more of the contents left behind. There is an interest in horse armour, saddles, and nametags now, but eventually that will die out, as people realize how few of these they actually need, and develop better villager systems.
As to the item itself, I could only suggest one thing, so please believe me when I say I put a lot of thought into it. Think about what Waybread is suggested as. It's a superfood. One piece saves a player from having to eat several times. This was directly inspired by complaints that hunger is difficult to maintain in the latest versions. Yes, it could have other effects on top of it (I've mentioned this elsewhere in the topic). However, I don't think that it should be overpowered versus a golden apple, or else those would lose their value. The reward for Waybread is in stamina. It keeps you going for longer, with less wasted inventory space.
If you want to see mob heads in chests though, I would encourage you to create a topic for that, or even to post it in Small Suggestions. I would certainly support it.
Can't we just call it Golden Bread?
I, for one, am sick of getting balls-deep into a zombie siege and then realizing it's not the multiple child zombies inflicting damage to my health bar, but my empty food bar dealing those blows.
I'd promptly scarf down some waybread and return to soaking up xp at the expense of the undead.
Full SUPPORT.
Fortitude is different though. It keeps your saturation and hunger bars full, so you don't suddenly become hungry the moment it wears off. Fortitude is useful for various reasons that I can see,like covering lots of ground sprint-jumping without suffering for it.
Anyways, I would suggest that fortitude manifest on the GUI by either turning the hunger bar golden, showing its protected, or making it disappear to show that you don't need to worry about it.
Fortitude would keep me from going hungry for a 3 to 5 minute buff, which is cool for me because I like getting in the middle of a sea of hostile mobs when I battle, it makes things more epic. I'd hate to suddenly die and lose all but 5 of my xp because I'm so hungry I can't regenerate health.
Sniped by a skeleton's bow, getting blown up by a creeper, and getting rushed by baby zombies are all fitting ends I'd say. Dying in the middle of the night because you're hungry, a time you could have slept through and not wasted any of your food bar, is not a fitting end.
As an aside, if we parallel food consumption in the real world to minecraft, the morbidly obese would be the pinnacle of health while skinny dudes like me might die if we slept for too long. hahaha
Still thinking of a renewable way?
the point is that they aren't renewable. They're a useful boost, bu they're not essential to survival.
Play minecraft.
NOW
I would suggest rereading the concept. You seem to be utterly missing the point.
Waybread would give full hunger, full saturation, and apply the fortitude effect. The result is an item that fills hunger, and keeps it full for longer than would normally be possible.
Exactly. If they were craftable, then they would fail at their purpose as a motivator to get people looking for dungeons, because it would be easier to just craft them.