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    posted a message on Cinnabar and mercury: An unusual Nether ore.

    This is essentially a repost from the Minecraft Abnormals Discord server, with some modifications to refine the suggestion.


    Introduction.


    One thing that I never really liked about Minecraft is the ladck of unconventional metals: Except for Copper, all metals are used to make tools. This is understandable, though: what metals could there be that the Player could refine without equipment just for that purpose that aren't even good materials for that?

    Out of two possibilities, one I sought out was lead, for which I already wrote a suggestion long ago. The other logical metal to pick is mercury: Not only is it a liquid, so it's not easy to even consider shoving tools into it, but this also means it can be a peculiar liquid. Moreover, some of it's chemical compounds, folklore and role in alchemy can all potentially provide unique uses for this liquid metal.


    Cinnabar: A somewhat peculiar ore.


    Cinnabar is the ore where mercury is extracted. It is found in Basalt Deltas, at a rate similar to Redstone. It can also be generated post-generation at a low chance if mercury is next to basalt as it forms in your typical basalt generator (rarer than the usual spawn chance, so you're actually mining MORE that way).


    When mined, the ore drops 1-3 Cinnabar lumps. These can also be obtained via bartering with Piglins.


    Cinnabar is unique as an ore in that it is used as a material without further refinement. It has two crafting uses:

    • Vermillion blocks. These are crafted with 9 Cinnabar lumps, and are just a storage block that looks pretty.
    • Vermillion boxes. These are crafted with a chest and 4 Cinnabar lumps. They act similarly to chests, but are Ghast-proof, and are affected by gravity. They CANNOT couple together like normal chests.

    Refinement.


    Cinnabar is refined in an unusual way: Instead of the Furnace, it's refined through the Brewing Stand. This is achieved in a simple way: Just place 3 Empty Bottles in the Brewing Stand where potions would go, and a Cinnabar lump on top. This yields 3 bottled of Mercury.

    These can be further processed or used as crafting materials. They can also be placed into cauldrons. Filling a cauldron with liquid mercury makes it possible to pick it up with a bucket, thus yielding placeable Liquid Mercury.


    Liquid Mercury.


    Mercury is a very dense liquid: Not only is it only able to flow a single block (3 in the Nether), but Pistons can even move source blocks as if they were solid. Entities always inherently float on top of mercury, even if they'd otherwise sink (such as Iron Golems).


    Liquid mercury can transmit Redstone signals, but mercury lowers their intensity twice as much as redstone (in other words, a single mercury block is like 2 Redstone dust specks next to each other). Source and flowing mercury act identical in this respect.


    Crafting and brewing recipes.


    1: Mercury lamp.


    They're crafted from 6 Glass Blocks, a Mercury Bottle and 2 Glowstone Dust, yielding 3 Mercury Lamps. These resemble fluorescent lamps, and can be placed both horizontally (under ceilings, on floors) and vertically (on walls). The lamp's attitude depends on your position upon placing it.
    They have to be powered to provide light, but, unlike Redstone Lamps, the emitted light depends on the intensity of the Redstone signal, so that placing a Redstone Torch on top of the block a Mercury Lamp is attached to will produce 15 Light level, but connecting it from afar so that the signal is at Strength 1 only produces 1 Light level (like a Brown Mushroom). Mercury Lamps placed next to each other connect into a single one, causing their signal strength to be the highest out of all signals applied, making it easier to set up uniform faint light sources.


    2: Blazing Mercury.


    This is the main purpose of re-brewing mercury. It is obtained by brewing mercury bottles with Blaze Powder and then right-clicking the resultant Bottle of Blazing mercury to retrieve this nasty, unstable compound. Blazing Mercury has the following uses:


    1. It can be placed similarly to Glow Lichen. As Blazing Mercury is unstable as hell and hates it's own miserable existence, it's easy to detonate. This can be done by punching it, hitting it with a projectile, nearby explosions, being next to fire, or if something falls on it. Safely removing it is done either by using a shovel or by flushing it with water.
    2. Block of Blazing Mercury: It's crafted from 9 pieces of Blazing Mercury, and it's behavior is simple: it's a block affected by gravity that explodes just as easily as before. On top of this, it also explodes if it falls more than 3 blocks. It has no fuse, and it's explosion power is similar to that of a Creeper's.
    3. Bombs. These devices are crafted similarly to TNT, using 4 Blazing Mercury and 4 Iron Ingots, with the center being taken by a TNT block, yielding 4 Bombs.
    4. They're stackable up to 16, must be charged before throwing like a bow. They detonate upon impact and their explosion is as powerful as a Ghast fireball. Bombs cannot break blocks, but the explosion produces shrapnel which deals about as much damage as an arrow. They can also be shot out of dispensers.

    3. Shell Potion


    It is brewed on Thick Potions using a Mercury Bottle. It's a simple potion on the vein of that of the Turtle Master: It inflicts Resistance II, but also inflicts Poison. This, essentially, means that you're taking DoT in exchange of receiving less damage from outside sources.

    Posted in: Suggestions
  • 0

    posted a message on Arquebus: A synthesis of more than a decade of gun suggestions.

    This is another version of a suggestion I wrote on the Minecraft Abnormals server:


    Introduction:

    Having been since the Beta days in the Minecraft community, I've seen that, while not popular, gun suggestions have been always, to ever diminishing extent, a thing in the community (likely as a result of gunpowder existing). These have usually come in two versions:

    • Some troll posting some variation on "pls add smg assult rifle and shotty".
    • Actually thought-out suggestions involving muzzle-loading antiques, normally muskets.

    The latter, though, tended to have major flaws that made them quite unappealing to use, such as using craft-to-reload mechanics. However, it did include a clear consensus: IF there's a niche to guns in Minecraft, it's as a weapon that deals high single-attack damage, often at longer ranges. Others, like


    The main counterpoint, though, sometimes was that of a blunderbuss that'd deal high single-shot short-range damage.

    This suggestion is, effectively, a synthesis of these two tendencies together with the Crossbow's lessons, which are that: Unique handling and different ammo types. This suggestion is about a matchlock weapon that's capable of dealing brutally large amounts of damage at long and short ranges, which is balanced by it's unique handling mechanics.


    Obtaining:


    The Arquebus itself is crafted with 3 iron ingots, two Wooden Planks and a Tripwire Hook.


    It's got two types of ammo. One is the familiar Bullet, which is crafted with an iron ingot, 1 gunpowder and a paper piece, yielding 6 shots. The other is Pellet Shot, which is crafted with 7 iron nuggets, 1 gunpowder and paper, yielding 4 shots.


    Other ways to obtain the Arquebus are:

    Arquebus-wielding mobs can drop the Arquebus.

    Trade: Journeyman weaponsmiths can sell the Arquebus and either ammo type.
    Buried treasure, strongholds, Pillager outposts and shipwrecks may contain arquebuses.


    Mechanics:



    First off, the stats must be described. The Arquebus has 250 durability. According to it's ammo type, it deals a different amount of damage: Bullets deal 16 damage each and ignore 10 points of armor. This makes them effective on armored mobs and instakills spiders. Bullets can even pierce through shields, dealing halved damage to the user.

    Pellet shot, meanwhile, fires 7 pellets which ignore deal 3 damage each and ignore 2 armor points. These pellets ignore normal invincibility frames, which combined with the damage penetration means it can 1-hit baseline zombies if all pellets hit.


    Ballistically, solid bullets exhibit a very flat trajectory, requiring almost no drop compensation even over 100 blocks. Pellets lose their momentum faster, with a range around 15 blocks parallel to the ground.
    The rounds are also as fast as the engine allows.

    However, this raw power is tampered by it's reloading and aiming mechanics, which are described as follows:


    Loading, aiming, firing:


    Arquebuses have an elaborate loading scheme, detailed as follows:


    1: Add the match. This step requires a piece of string and takes 1.5 seconds. This step is skipped if the arquebus already has a match.
    2: Load the gun. This is done by right-clicking, choosing the ammo like crossbows do. This takes 2.5 seconds.
    3: Light the match. This step requires no items and takes 0.25 seconds. Now the gun is ready to fire.

    Matches last 2 minutes before burning away, and are turned off by firing or being submerged in water. This limits the Arquebus' readiness, as it can't be left ready to fire forever. Holding an Arquebus with a lit match causes the user to "glow" a bit, making it easier to tell them apart in the dark.

    Arquebuses behave differently according to wether it has bullets or shot loaded: The latter can be inmediately fired once the gun is loaded and the match is lit, but the former has to be charged like a bow to improve it's accuracy. Fully charging the gun gives it near-pinpoint accuracy.


    Firing an arquebus produces a loud sound that startles passive mobs and WILL enrage wardens BUT can briefly dazzle them it fired close enough.


    Enchantments:


    Arquebuses can be enchanted like any other weapon. Just like the Crossbow, it has it's own unique enchantments on top of the universals:


    1: Slow Fuse (I-III): Makes the match last 30 seconds more per level.
    2: Gangrene (I-II): Inflicts Wither for 5 seconds upon hitting depending on level (mostly serves to finish off stuff that'd be almost dead otherwise).
    3: Buck (I-V): Adds one pellet per level that acts as normal. With solid rounds, this is, effectively, the effect of buck and ball. With Pellet Shot, this effectively increases damage output. Incompatible with Marksman.
    4: Marksman (I-II): Does extra damage to targets further away, up to 25/50% bonus from 24 blocks and further away. Incompatible with Buck.
    5: Jamming: Can hit Endermen.


    Mobs:


    As mentioned before, some mobs can spawn with an Arquebus. These are:

    • Pillager Raid captains can sometimes spawn with an Arquebus instead of a crossbow. If they do, they always use Bullets.
    • Piglin Brutes can sometimes spawn with an unique variant: the Gilded Arquebus. They always use pellet shot. The Gilded Arquebus itself is stadistically identical to it's normal counterpart but, like Elytra, it can't truly break.
    • Arquebus-wielding Wither Skeletons replace the normal skeletons that normally spawn in Nether Fortresses. They can use and drop both ammo types.
    Posted in: Suggestions
  • 0

    posted a message on Adding Ways to Counter the Warden's Strong Sense of Smell.

    IMO the first idea is good, but the other two require a crafted single-purpose item and mechanic respectively. Since there's a lot of talk about Rotten Flesh being nearly useless, what about using it as a dropped item to lure with the Warden's smell by exploiting the fact that it definitely stinks to high heaven?

    Posted in: Suggestions
  • 0

    posted a message on The Small Suggestions Thread: Electric Boogaloo

    Remove anvil durability and make repair costs at the anvil stay flat. The reason is that, as it is now, repairing stuff with the anvil is utterly pointless due to the expenses and the fact that not only it's impossible to do so indefinitely, but also that Mending is superior in every way and can be obtained from villagers and fishing, so anvil repairing in comparison is reduced to an orphaned mechanic of no apparent purpose.

    Posted in: Suggestions
  • 0

    posted a message on Musket concept

    The problem with the musket is that, apart from Mojang explicitly having rejected guns, is that such a weapon would be rather useless: Not only are bows ridiculously powerful due to how Power scales up damage while being cheaper and easier to obtain (Admittedly, going by that, the crossbow is also reduced to being horribly situational as well,), but also the game overall provides few situations where a slow-firing hard-hitting weapon would really be useful (Pretty much the only cases I can think of are Ravagers, Iron Golems and the Ender Dragon, hardly common situations and still handled with ease with the current weapons).

    That said, I think it could help to use several ammo types: In real life, muzzle-loading firearms were less specialized than current ones, so, for instance, it was fairly common for muskets to use shot as well, with "buck and ball" (A single large musket ball together with several smaller pellets) as a fairly common ammunition. That way, you could have a weapon that can do several things at once and, in particular, a weapon that fires shot could be great on harder-to-hit enemies and flying mobs like Phantoms, Blazes and Ghasts.

    Posted in: Suggestions
  • 0

    posted a message on Be the last poster to win!
    Quote from mrbradlerz»

    You're a few days late! For 10 YEARS, people have been declaring themselves the "winner" on this thread! Like I just did!


    Too bad, you ddidn't...

    Posted in: Forum Games
  • 1

    posted a message on Deepslate should have higher blast resistance

    While I can see the point, one issue it'd bring up is that, as it is, TNT already has little place in mining due to it's expense (Specially considering Sand isn't renewable barring Wandering Traders), limited power (It hardly breaks more than adyacent stone blocks) and general hassle.

    That said, that's not a problem of this suggestion, but one of TNT itself for being so impractical.

    Posted in: Suggestions
  • 0

    posted a message on wardens should drop clay so that we can have clay farms and renewable brick sources

    Apart from Mojang having already confirmed that the Warden will only drop a trophy at best, I think clay should have a more logical way to renewably obtain it, such as by adding a way to weather cobblestone into clay (I could even see it using a gradual process to turn it into gravel and then sand, killing 3 birds with one stone).

    Posted in: Suggestions
  • 0

    posted a message on Hot Air Balloon and Dirigible: Let the winds of change carry you.
    Quote from eiche_brutal»

    I would also change the winds direction as soon as the weather changes. With the chance of lightning striking the balloon.

    There could also be an achievement for that:


    "Mayday, MAYDAY!!"



    For the end dimension, i don't think there should be wind. You are so close to the Elytra at that point,

    you probably wouldn't travel back from an end city with the balloon.


    Changing wind according to weather might make the balloons too unreliable, as at least by changing wind at dusk and dawn, you can predict how long you'll travel in your desired direction.

    As for End Wind, it's purpose is twofold:

    1: It prevents Dirigibles from simply bypassing the Ender Dragon fight and generally trivializing Outer End navigation.

    2: Providing Balloons an use in the End while taking 1 into account by making them useful if you're lost and want to return home, as the End is much more open, barren and featureless (And as such easier to get lost in) than the Nether, on top of being even less hospitable.

    Posted in: Suggestions
  • 0

    posted a message on Hot Air Balloon and Dirigible: Let the winds of change carry you.

    It was initially envisioned as a single-player vehicle, but then again, the original boat used as gondole had two seats. Plus, I can see airships inheriting it and it being fun for players (For starters, I could see a minigame in which two-player airships must fight each other).

    As for balloon designs, that's a good idea. I've made banners be able to be applied to them.

    Posted in: Suggestions
  • 0

    posted a message on Hot Air Balloon and Dirigible: Let the winds of change carry you.

    Air travel has always been the second most contentious issue in Minecraft modding and suggestions, some perceiving it as a fine thing to add, and others considering it to be overpowered. Even now, Elytra are also notable for this, some considering it a fine addition, and others considering it to trivialize all other means of travel. Typically, poorly-made mods and suggestions essentially involved adding some way to fly like in creative, while more serious attempts typically involved mounts or vehicles.

    This suggestion in particular starts with the following premise: Elytra are found very late and as such it's very likely to not see much in the way of exploration uses, so a second way to fly available earlier on can be reasonably made. This execution considers the following: Most transport methods in-game are reliable and fully controllable, so the way earlier flight is balanced is via making it less so. For this, the most intuitive way to justify this was through a hot air balloon, which trades reliability for reasonable speeds as well as bypassing terrain.


    Wind mechanics changes:

    Since wind currently only blows westward, this would effectively make ballooning an undesirable means of transport, as it would be a purely one-way transport. As such, a change in how wind works is needed:
    Rather than wind being constant, it can blow in every cardinal direction, changing direction at dawn and dusk. The current direction of wind is reflected by the movement of clouds, which always move in the direction of the wind. Another way to tell the direction of wind is that it moves particles, including campfire smoke.

    In the Nether, there's no wind, and in the End, there's a constant wind moving towards (0, 0), making balloons incapable of reaching the Outer End, but making them useful at returning to the central island if you're lost. The Wind in the End is twice as strong as normal.


    Hot Air Balloon:

    It's crafted in the following way, taking the following grid as reference for the crafting table:

    123

    456

    789

    Slots 2, 4 and 6 are filled with Wool, 1, and 3 have Leather.

    5 has Netherrack, which is used as a "burner". 8 has a Boat. Finally, 7 and 9 have Iron Bars, intended to be used as suspension.

    The Hot Air Balloon works as follows:

    • Upon placing the balloon and right-clicking to get in, the Netherrack block over the player must be set alight with either Flint and Steel, or a Fire Charge. This makes the balloon climb to a maximum altitude of 140 blocks. Punching the Netherrack extinguishes the fire, causing the balloon to slowly fall.
    • The balloon can be tethered by right-clicking it with a Lead, as if it were a passive mob, keeping it in place.
    • Right-clicking it with a Cobblestone adds it to the gondole, lowering it's maximum altitude by 10 blocks each, up to a maximum of 6 blocks. In flight, they can be punched to drop them. This hurts entities it happens to hit, and places a cobblestone block.
    • The balloon cannot fly in the Nether, as the difference in temperature between the environment and the envelope isn't enough to overcome it's own weight.
    • Wind pushes the Balloon at higher speeds, with Y=140 equaling 5 m/s, and every 10 blocks lower it flies slows it down by 0.35 m/s. In the End, altitude doesn't affect wind.

    It has a self-propelled variant, which repurposes technology previously used in minecarts with furnaces: The dirigible.

    The dirigible is crafted in the following way:

    Slot 6 has the Hot Air Balloon.

    Slots 2, 3, 5 are filled with Wool, and 4 uses Leather, all reflecting the expansion of the balloon envelope into one more typical of a blimp.

    Slot 8 has a Block of Iron, intended to strengthen the gondole and allowing it to accomodate for a furnace.

    Slot 7 contains a furnace, which acts as the "engine". Slot 6 has a Copper Ingot, intended to serve as a propeller.

    Slots 1 and 4 have, respectively, a Stick and Paper, representing fins.

    The Dirigible's main change is that it uses a furnace to propel itself, at slightly more than the speed a Balloon has when carried, as well as fins to steer itself:

    • A and D are used to steer left and right, respectively. The Player's camera has no influence in the Dirigible's bearing, so you can look to the sides and even behind yourself.
    • The engine, which is located behind the Player, must be fed with fuel to work. It can only use Coal or Charcoal as fuel, which lasts for the same amount of time as in a Minecart with Furnace, and it's possible to add more pieces while it's already working.
    • As long as it's turned on, the engine provides an extra 4 m/s of speed in the direction the Dirigible is facing, allowing it to fly with the wind at up to 9 m/s (Faster than skeleton horse, but the fastest possible horse is still faster) at it's highest altitude, or fly against the wind with a maximum speed of 1.1 m/s (Note that it's slower than sneaking) at the lowest altitude, as well as allowing it to move perpendicularly to the wind, and as such giving it more freedom of movement than the balloon while still being influenced by the wind.

    Dirigibles can be tethered, mostly useful at limiting their movement (Say, to use them in lieu of scaffolding for building purposes)

    Instead of using cobblestone ballast, it uses water, which is applied by right-clicking it with Water Buckets, emptying it and weighting the Dirigible down enough to descend 10 blocks, up to a maximum of 6 buckets (It's minimum flight altitude is still 80). The amount of water in the Dirigible is seen in a bar not unlike a Horse's Stamina Bar. Pressing SPACE slowly releases the water ballast, at a rate of 10 mB (1,000 mB= 1 Bucket, as commonly defined in mods) per tick, and as such releasing 0.2 buckets' worth of water per second. While the altitude envelope in the water ballast and cobble ballast methods is the same, the usage of water does allow for much more precise altitude changes.


    Miscellaneous Balloon features:

    1: Envelope color depends on the color of the wool used to craft the balloon.

    2: Banners can be applied to balloons to sahow the banner's pattern on the envelope.

    Posted in: Suggestions
  • 0

    posted a message on Iron Farms: What do you think?
    Quote from Agtrigormortis»

    But you can still get iron off zombies using mob spawners, albeit with a much lower efficiency because the iron ingot drops are not guaranteed per hit, they're a low probability. What would you say if this too were removed? then you would lose the only remaining renewable source of iron ingots.


    If iron were to be made non renewable that can cause significant problems, especially with players who use legacy console world types which is still technically possible on Java edition with world borders.


    I don't know about everybody else here, but I personally wouldn't want to play on a Minecraft world if I knew some time down the line resources were going to run out, as this would defeat the entire point of the infinite respawning mechanic on difficulties below hardcore, which is to remain on the same world with your friends no matter the length of time, for as long as you were alive and in enough good health to play, you could continue to do so on the same Minecraft world continuously earning new resources, encountering more landscape and building more structures.


    Zombie ingot drops fall into the other end of the scale: They're too rare to be worth considering as a serious iron source. The only less feasible source is to buy iron gear from blacksmiths to smelt it into nuggets, and even that one at least can be automated, not to mention you can partially cut down on iron use by directly using said gear.
    The only current reliable sources of renewable iron that can be used in some way a s amain source are iron farms (which are OP) and piglin bartering (Which is reasonably balanced, but pretty much requires automation).

    Posted in: Suggestions
  • 1

    posted a message on Iron Farms: What do you think?

    My opinions are rather mixed. While I'm in favor of a reliable renewable source of iron beyond bartering (Which is only reliable if you have a gold farm, and can also be automated), I consider the current ones to be excessively powerful and counterintuitive to build (Unlike, say, mob grinders which either use a spawner or just use darkness and fool mobs into water channels).
    Personally, I'm in favor of a new source being added to the Nether, such as a plant that somehow can produce iron, or a mob that drops iron (Why the Nether? Because it has no natural sources apart from structures, yet Piglins not only have enough that they prefer using it to make crossbows over just bows, and happily give iron nuggets for gold, which can imply they have plenty of it), while also making Village-spawned Iron Golems not drop iron at all (Softening them so you can 1-hit them is still possible in solutions involving making them drop iron only if killed by players), or, to make things more awkward, only if killed by mobs (Not players or the environment).
    That way, there's a "saner and more balanced" iron source (One that could involve the underused Iron Nuggets, too) while also closing down the traditional infamously unbalanced ones for good (Then again, they can still be useful at making free golems).

    Posted in: Suggestions
  • 1

    posted a message on Why are Wooden Tools a Thing?

    Rather than removing them outright, they could be upgraded with the smithing table to become more useful later into the game, such as upgrading them with Nether Stars so they stay in your inventory even if you die and become unbreakable (But otherwise keep the same stats), to put an extreme case. Lesser ones could include things such as using Amethyst to make them give you a subtle hint where ores are by lightning up the closer they are, or even could be used with soul soil to animate them so they do tasks for you (The catch being that they do so until breaking).

    Posted in: Suggestions
  • 0

    posted a message on Enchantment revamp: Encouraging enchantment diversity.

    Banish does make plenty of sense if Sharpness becomes specialized: For starters, the mobs it includes tend to be powerful and tanky, with one being a boss outright.

    Posted in: Suggestions
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