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    posted a message on Repeater crossbow: The Return of the Beta Bow.

    Thanks for reminding me to get rid of those links.

    As for changing the name, I think "Rapid Crossbow" would be better, as that is also the name of a pretty similar item from Minecraft: Dungeons.

    Posted in: Suggestions
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    posted a message on Repeater crossbow: The Return of the Beta Bow.

    Just like my last two suggestions, this one was originally written in the Minecraft Abnormals Discord server.


    Back in the ancient days of Beta, the bow was a pretty different weapon. It quickly fired weak arrows without any need for recharging, much more like a machine gun than any reasonable depiction of a bow. While the current mechanics are actually a major upgrade, that doesn't mean there's no niche for a ranged rapid-fire weapon in the game.

    This suggestion, obviously, does just that: it consists of a repeating crossbow (henceforth referred to as just "Repeater") inspired by historical Chinese repeating crossbows that combines the old Beta Bow's mechanics with a brand new one revolving it's integral magazine in order to more adequately balance it for the modern game.


    The Repeater's crafting recipe is simple: it's essentially the Crossbow's recipe, but the iron ingot is replaced by a Wooden Plank. This, in effect, drives the weapon's overall cheap character.

    It doesn't use Arrows, but it's own unique ammo. This ammo is the Bunch of Bolts. These bunches are each crafted with two sticks and a flint piece similarly to a "flint shovel". This produces four Bunches. They stack to 64.

    Moreover, Fletchers can sell both the Repeater and Bunches of Bolts.

    Finally, it's worth noting that Bunches of Bolts can be tipped just like Arrows, though both harming and healing effects are nerfed. Otherwise, this makes the Repeater a much more efficient weapon at inflicting potion effects.


    The Repeater's stats are very similar to those of a Beta Bow: It fires 4 times per second (ideally playing a firing animation), dealing 4 damage per shot, and it has a range of 15 blocks fired parallel to a flat plane. The only change is that it's somewhat less accurate and inflicts less knockback

    The Repeater has a durability of 400 shots. Just like the original Beta Bow, it is automatically fired by holding down the right mouse button, but, unlike the original, quickly tapping the mouse button does NOT increase firing speed.

    What sets it apart from being a reskinned Beta Bow, however, is the need to actually feed a fixed magazine: Before firing, the Repeating Crossbow must be loaded with a Bunch of Bolts. This takes 2 seconds to do. Each Bunch is worth 8 shots.

    Bolts are fragile and break upon hitting a block, so they cannot be reused. Loading a Bunch of Bolts into a Dispenser causes it to quickly fire them in a burst.


    The Repeater has both the universal enchantments, and the following unique ones:

    1. Capacity (I-V): Adds 1 extra bolt to the magazine capacity per level. Bunches still top up the magazine.

    2. Burst(I): Enemies killed with bolts stuck to them have them shoot out in a radius. Not compatible with Pincushion.

    3. Pincusion(I-III): Mobs that have 4 bolts stuck to them in quick sucession take extra damage (1 per level each) as the bolts dig further into them and break (think the Halo needler except it's not an explosion). Bolts deal their damage as separate ticks affected separately by armor. Incompatible with Burst.


    The Player isn't the sole user of Repeaters, as mobs can also use them. They're affected by the same mechanics as the player but have infinite Bunches.

    The mobs that may wield Repeaters are:

    Skeletons have a chance to use them instead of bows. This increases with regional difficulty and are more common in the Deepslate layer.

    Piglins sometimes wield them instead of Crossbows.

    Pillagers have a chance to spawn with Repeaters instead of crossbows in outposts and patrols, but not raids.

    Posted in: Suggestions
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    posted a message on Villager trading system rebalance

    I think that, rather than fixing villagers into a profession, it'd be more interesting and versatile if they could only have a maximum set of mastery levels across all professions, and leveling up beyond that removed levels from older ones so, for instance, a farmer who you made into a librarian, fully leveled up, and then turned back into a farmer would go back to being a Novice. That way, it'd still be possible to modify villager professions to the player's needs, but no longer would it be possible to just reroll trades above Novice by making them switch.

    Posted in: Suggestions
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    posted a message on Arquebus: A synthesis of more than a decade of gun suggestions.
    Quote from erictom333»

    Support. I am a supporter of theme-accurate guns in Minecraft, and I've even added one to a mod I'm working on (it still needs balancing). I've even made my own textures for the arquebus and the bullet (I'm not implementing pellets). However, I'm not a fan of the idea of item-exclusive enchants in general, so five enchantments exclusively for the arquebus and no others (trivially excluding Unbreaking, Mending, and curses) seems stupid when Sharpness, Efficiency, or Looting would work perfectly fine.

    You see. The Arquebus is a ranged weapon, and it's intended to follow on the Crossbow's example, which similarly has it's own unique set of enchantments that help set it apart from the bow. I'd even say that taking on the generic bow ones would quickly make the gun become exactly the sort of overpowered as hell nonsense that makes guns unappealing to suggest. Just consider: A Power V bow can do up to 25 damage. Applying the same formula to the Arquebus would mean that it'd deal 40 damage with bullets (and 52.5 with pellet shot). Damage that also would partly ignore armor, resulting in more than the 8 damage it'd already do to Prot IV Netherite armor as per this simulator.

    Meanwhile, with these enchantments, the most damage it can feasibly do with bullets is 24 damage at Marksman 2, or 35 if using Buck V with pellets at close range. Both are very much strong, but not to the point of outright trivializing stronger mobs.

    Posted in: Suggestions
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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.


    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.


    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
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    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:


    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.


    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.


    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.


    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.


    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
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    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
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    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
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    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
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    posted a message on Enchantment revamp: Encouraging enchantment diversity.

    Currently, enchantments cause the game's balance to be quite questionable, resulting in stuff such as:

    • Arrows being almost pointless to use on crossbows (Why would you? The bow will fire faster and 1-hit anything it kills. It's quite likely you'll actually save up arrows and deal more damage using it on crowds over a Piercing crossbow!).
    • Sharpness being practically the end-all-be-all of sword damage enchantments (BoA makes you deal more damage on already-low-health mobs, and Smite is only good against Wither, but Sharpness is always useful).
    • Protection being omnipresent (Why have better protection against ONE thing when you can have good protection against pretty much everything?)

    Now, I consider that BoA and Smite are fine on their own, and the real problem is that there's no real point to a specialized enchantment when there's a general, mutually exclusive one with the same effect but somewhat weaker in most cases. Now, with a few tweaks and changes the problem could more or less go away:
    Changed enchantments:

    1. Sharpness: Rather than providing a general damage increase, it'd become specialized the same way Smite and BoA are, making each damage enchantment more useful due to not having to compete with a general enchantment (and losing). Sharpness' effect is now the following: It damages any mob NOT covered by other damaging enchantments. This means that it doesn't work on arthropods, undead, or otherworldy enemies (See new enchantments), but affects mundane, living mobs that don't have an exoskeleton.
    2. Power: Rather than just giving more damage, it has a different effect: It allows the Player to draw the bow further back by 1 stage, increasing the intensity of the enchantment glint each time. Each additional charge stage deals just as much damage as a fully-charged bow now deals with the corresponding Power level. Each stage adds +0.3 seconds to fully charge, althrough an enchanted bow can still be timed to make it shoot just as fast and deal just as much damage as a normal bow (In other words, Power lets you overcharge it for more damage).
    3. Protection: Now only protects against melee damage and, to a lesser extent, fall damage as opposed to protecting against everything.

    New enchantments:

    • Banish: Sword enchantment that increases damage dealt to "eldritch" mobs: Endermen, Ender Dragon, Blaze, Shulker, Guardian, Warden (Likely). Essentially, if it's weird and has an uncanny combat ability, it can be expected to be affected by Banish.

    Enchantment Tweaks:

    • Rather than one sole damaging enchantment or protective enchantment being allowed in a given sword or armor piece, they'd have a new mechanic: A single piece of gear can have up to 2 of these enchantments at once, so as to allow for more versatile gear (Specially now that there's no true general-purpose enchantment). This means that, for instance, a sword can have BoA and Sharpness at once, but not BoA, Sharpness and Smite all at once.
    • Some mobs can fall under several categories where it comes to damaging enchantments: For instance, the Wither becomes affected both by Smite and Banish, as do Phantoms. Endermites could also be affected by both Banish and Bane of Arthropods. This also allows for future mobs to fall under these categories according to design (For instance, a hypothetical mob that's essentially a Cordyceps-infested ant could be affected by both Smite and Bane of Arthropods, and an Illager that has ended up mutated due to dark magic could easily be damaged by both Banish and Sharpness).
    Posted in: Suggestions
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