I don't see any reasons to add a gun, or a similar weapon; at least not in the mechanics provided here, as it's overall a weapon tha tonly has range as an advantage over bows and crossbows, and those already have a lot of range, so it'd be an inferior weapon at higher cost.
A way to improve it would be to play with historical weapons and ammunition. Particularly, you could have it revolve around using very different ammo types that effectively make it several weapons in one.
I personally think flowers should stay flowers. If alliums had a special use, all other flowers would be redundant.
Wither Roses and Dandelions both have unique uses already, so if anything it could set a trend of giving all flowers uses beyond a source of dyes and a decoration.
Separating apple trees from oaks would be good, if apple wood had an unique look, but there's no point in making them horrendously rare, considering that food is easy to obtain in other ways, and that trees in the game are generally common.
i didn't start this to debate about spawning and farms
the point was and is that leather would be useful to buy from a villager and saddles would be useful to sell, not the other way around.
Logically, it's the other way around, particularly when considering that the game encourages you to breed cows. Arguing that leather is rare enough that leatherworkers should sell it instead of buying it is like arguing that farmers should sell pumpkins because they spawn rarely, even through the game makes it obvious that you have to farm for those resources.
you are likely right in that regard about wheels... wheels shouldnt exist in minecraft.
yeah maybe the pyromancer does sound like an illager but honestly let's not make villagers any more defenseless than they are
If you want to add a new Villager protector, make it fit with the rest of the Villagers. The game currently has only Illagers use magic by themselves, but Villagers use Golems. Consider making a new Golem, even if it's Village-only.
Points for trying, but this is wrong. Go look up 1.13 passive mob grinders on youtube. If animals did not cyclicly respawn, these farms would never have been possible. The issue isn't the way the spawning mechanic works, it's that the mob cap doesn't let it work without the player making special effort to create the conditions necessary for it to succeed.
It is essentially the same exact issue that people decry afk fish farms, but sort of in a vice versa sort of way. It's far more convenient (some would actually say interesting) to set up a fish farm rather than fish manually, but for passive animals it's far more convenient to bloat your world size for basically no reason at all than it is to set up a passive mob grinder.
Even without those, cows are very cheap to breed, and the calves can be separated from the adults by using a checkerboard pattern made out of a solid block and open trapdoors in the floor, so it's easy to grow the breeding population once you have already enclosed a pair (Althrough you'll want to get more, as it will take forever).
The Pyromancer sounds more like a type of Illager. However, it's basic role could be given to a new Golem.
The Balista's inability to be crafted and behavior would make more sense if it wasn't a standalone vehicle, but a weapon placed on a Ravager, which would be a logical platform for them, and would avoid any issues related to wheels.
and the villagers don't seem to have any way of defending themselves against the patrols outside of iron golems.
Their AI is pathetic, even people back in the medieval time period had ways to defend themselves and carried weapons and armour, villagers or not.
Of course you're expected to defend them, but when you're focusing your attention on a single entity you're not going to be able to prevent an arrow that is coming from another archer hitting a villager. Villagers need an overhaul, and I propose they implement a warrior subset of villagers who will aid against the battle against the pillagers who come looking for trouble. Although at least we can use defence walls to keep the pillagers out.
This doesn't stop pillagers being a problem when you have to leave your village though.
To be fair on the first one, the game implies that Villagers don't fight directly for reasons they cannot control, considering how willing they are to pay the Player for rotten flesh and sell them maps to Woodland mansions, both of which are actions that can be understood as siccing the Player on zombies and Illagers, respectively. There's also the part where they still sell you weapons and make them in spite of not using them personally, which means that they're willing to equip you to fight (which wouldn't exactly be fine to a pacifist).
Give them a more logical drawback. It makes no sense for the Illagers to suddenly decide to attack a Village because some random Player stole from it, specially when the Player currently has to provoke them by taking out one of their patrols. The most obvious would be to make it so stealing lowers the Player's reputation.
As for selling Villagers their own wheat, it actually makes sense: They're paying you for harvesting their crops, not for the crops themselves; so you're working for them.
In the cas eof beds, you could make it so Players cannot sleep in Villager-owned beds, and only results in the Player getting kicked out by an annoyed Villager (Probably, one could take very low damage, just for the death message).
Hoes should take about as long to till a dirt block as a shovel of the same tier would need to break it. Itherwise, building an early farm would take very long, beyond what would be reasonable.
Crops shouldn't change their yield depending on biomes. Instead, simply have them take much longer to grow, and add a way to adapt a room to their needs, so it's possibly to build "greenhouses" that allow them to grow at good speeds (Planting them in the right biomes would still be faster). Wheat in particular should ignore that mechanic, unless Tall Grass drops are made to vary depending on biome, and other plants are added so they can fulfill their niche of being a basic crop in other biomes.
Animals should modify their size by +-1, instead of +-0.5, and it should affect Leather and Feathers as well.
It should be possible to manually feed animals, and it could even be possible to feed them while full to fatten them and make them drop even more meat. They should use different items from those used to breed them:
Cows could use Hay Bales and Tall Grass. Same with Sheep.
Chickens could use Spider Eyes (And their drop sprites could be changed so it makes sense for them to drop more than 1 Chicken).
Pigs could use any meat, including pork and Rotten Flesh, as pigs are omnivores that aren't picky at all, and making them easily fattened would give them some appeal.
He hasn't made a decent alternative that we can get behind, so he obviously isn't good at compromising.
A few others I discussed this with made reasonable compromises on this one, make the ravager able to destroy wooden fences, but not stone.
I can get behind that and that change is far more balanced and fair. It still provides some possibility to keep the ravagers from destroying your bases and farmland while also making the game more difficult at the same time.
fishg's suggestion would no doubt not be very popular.
As he suggested we wait until we acquire rare items in the End just to prevent the ravagers destroying a small area in the overworld.
I don't call that a change worth implementing and I hope Mojang has the sense to never do anything like this and force it on us all.
I suggested in this thread to add a new mob to the raid in order to bypass obstacles instead of having Ravagers break blocks, and THAT mob doesn't really have to break blocks in order to bypass walls and pits.
A simple case would be a giraffe-like mob that can extend it's neck to act as a living bridgelayer for the rest of the Raid, and which could also use it's neck to act as stairs.
Then, have Illagers capable of opening Trapdoors and Fence Gates, and force Iron Doors and Iron Trapdoors open (Althrough that'd take time and be quite noisy), and most obstacles would be surmountable for them without having to break blocks.
In the case of preventing Raids, a far more reasonable way to do so would be to use Ominous Banners. They could, depending on interpretation, be made to either prevent raids (The Illagers are scared because someone has been killing Pillager patrols and is displaying their banners as trophies) or to attract them (The Illagers want to recover their banners because they consider their display by the Player to be an insult, and want to avenge their fallen fellows).
Okay, let's say you are playing survival and don't want your structures to be harmed by the game's threats.
Why are you playing survival mode, to begin with? Wouldn't creative mode be a better fit if your focus is on keeping your structures pretty?
Yes.
Respectfully disagree.
You have only provided an incredibly rare item as a way to ward off Raids, which otherwise happen at random no matter when, and without reason (Why would Illagers send such a force to attack some poor farmer living on a dirt hut, whose most precious possesion are a few iron ingots, and who is using stone tools? It'd be much simpler to not amass those forces and simply let them target the usual villagers). On top of that, you're suggesting to have Ravagers break blocks, which cannot be really prevented and accounted for, unlike Creepers (Stay away from your buildings while hunting them, use a bow, pay attention to their hissing. Use light sources so they don't spawn) or Ghasts (Use materials that can withstand their explosions as exterior layers in your buildings. Deflect their fireballs.). In other words, at least SOME damage is guaranteed to happen wether or not you stop them quickly, unless you deal with base raids by building grinders, in which case it turns into the game giving you free loot.
1
I don't see any reasons to add a gun, or a similar weapon; at least not in the mechanics provided here, as it's overall a weapon tha tonly has range as an advantage over bows and crossbows, and those already have a lot of range, so it'd be an inferior weapon at higher cost.
A way to improve it would be to play with historical weapons and ammunition. Particularly, you could have it revolve around using very different ammo types that effectively make it several weapons in one.
0
Wither Roses and Dandelions both have unique uses already, so if anything it could set a trend of giving all flowers uses beyond a source of dyes and a decoration.
0
Separating apple trees from oaks would be good, if apple wood had an unique look, but there's no point in making them horrendously rare, considering that food is easy to obtain in other ways, and that trees in the game are generally common.
0
Logically, it's the other way around, particularly when considering that the game encourages you to breed cows. Arguing that leather is rare enough that leatherworkers should sell it instead of buying it is like arguing that farmers should sell pumpkins because they spawn rarely, even through the game makes it obvious that you have to farm for those resources.
0
If you want to add a new Villager protector, make it fit with the rest of the Villagers. The game currently has only Illagers use magic by themselves, but Villagers use Golems. Consider making a new Golem, even if it's Village-only.
0
Even without those, cows are very cheap to breed, and the calves can be separated from the adults by using a checkerboard pattern made out of a solid block and open trapdoors in the floor, so it's easy to grow the breeding population once you have already enclosed a pair (Althrough you'll want to get more, as it will take forever).
0
The Pyromancer sounds more like a type of Illager. However, it's basic role could be given to a new Golem.
The Balista's inability to be crafted and behavior would make more sense if it wasn't a standalone vehicle, but a weapon placed on a Ravager, which would be a logical platform for them, and would avoid any issues related to wheels.
1
To be fair on the first one, the game implies that Villagers don't fight directly for reasons they cannot control, considering how willing they are to pay the Player for rotten flesh and sell them maps to Woodland mansions, both of which are actions that can be understood as siccing the Player on zombies and Illagers, respectively. There's also the part where they still sell you weapons and make them in spite of not using them personally, which means that they're willing to equip you to fight (which wouldn't exactly be fine to a pacifist).
2
Give them a more logical drawback. It makes no sense for the Illagers to suddenly decide to attack a Village because some random Player stole from it, specially when the Player currently has to provoke them by taking out one of their patrols. The most obvious would be to make it so stealing lowers the Player's reputation.
As for selling Villagers their own wheat, it actually makes sense: They're paying you for harvesting their crops, not for the crops themselves; so you're working for them.
In the cas eof beds, you could make it so Players cannot sleep in Villager-owned beds, and only results in the Player getting kicked out by an annoyed Villager (Probably, one could take very low damage, just for the death message).
0
Hoes should take about as long to till a dirt block as a shovel of the same tier would need to break it. Itherwise, building an early farm would take very long, beyond what would be reasonable.
Crops shouldn't change their yield depending on biomes. Instead, simply have them take much longer to grow, and add a way to adapt a room to their needs, so it's possibly to build "greenhouses" that allow them to grow at good speeds (Planting them in the right biomes would still be faster). Wheat in particular should ignore that mechanic, unless Tall Grass drops are made to vary depending on biome, and other plants are added so they can fulfill their niche of being a basic crop in other biomes.
Animals should modify their size by +-1, instead of +-0.5, and it should affect Leather and Feathers as well.
It should be possible to manually feed animals, and it could even be possible to feed them while full to fatten them and make them drop even more meat. They should use different items from those used to breed them:
Cows could use Hay Bales and Tall Grass. Same with Sheep.
Chickens could use Spider Eyes (And their drop sprites could be changed so it makes sense for them to drop more than 1 Chicken).
Pigs could use any meat, including pork and Rotten Flesh, as pigs are omnivores that aren't picky at all, and making them easily fattened would give them some appeal.
1
Lapis Lazuli isn't the only source of blue dye anymore. Cornflowers are also viable, and are much cheaper.
1
What about grappling hooks that act as temporary ladders?
3
I suggested in this thread to add a new mob to the raid in order to bypass obstacles instead of having Ravagers break blocks, and THAT mob doesn't really have to break blocks in order to bypass walls and pits.
A simple case would be a giraffe-like mob that can extend it's neck to act as a living bridgelayer for the rest of the Raid, and which could also use it's neck to act as stairs.
Then, have Illagers capable of opening Trapdoors and Fence Gates, and force Iron Doors and Iron Trapdoors open (Althrough that'd take time and be quite noisy), and most obstacles would be surmountable for them without having to break blocks.
In the case of preventing Raids, a far more reasonable way to do so would be to use Ominous Banners. They could, depending on interpretation, be made to either prevent raids (The Illagers are scared because someone has been killing Pillager patrols and is displaying their banners as trophies) or to attract them (The Illagers want to recover their banners because they consider their display by the Player to be an insult, and want to avenge their fallen fellows).
2
You have only provided an incredibly rare item as a way to ward off Raids, which otherwise happen at random no matter when, and without reason (Why would Illagers send such a force to attack some poor farmer living on a dirt hut, whose most precious possesion are a few iron ingots, and who is using stone tools? It'd be much simpler to not amass those forces and simply let them target the usual villagers). On top of that, you're suggesting to have Ravagers break blocks, which cannot be really prevented and accounted for, unlike Creepers (Stay away from your buildings while hunting them, use a bow, pay attention to their hissing. Use light sources so they don't spawn) or Ghasts (Use materials that can withstand their explosions as exterior layers in your buildings. Deflect their fireballs.). In other words, at least SOME damage is guaranteed to happen wether or not you stop them quickly, unless you deal with base raids by building grinders, in which case it turns into the game giving you free loot.
0
Too bad. All those defenses were worthless in the face of Command Blocks.