Full support. Would like to add that bolts and repeaters should require fletching tables to produce.
I would prefer to name the new bow type 'quickbow' to not confuse it with redstone repeaters.
Also, the discords in your profile are invalid invites. Jsyk
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allyourbasesaregone posted a message on Repeater crossbow: The Return of the Beta Bow.Posted in: Suggestions -
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allyourbasesaregone posted a message on Arquebus: A synthesis of more than a decade of gun suggestions.Posted in: SuggestionsSeems well-thought out, support.
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TheMasterCaver posted a message on Villager trading system rebalancePosted in: SuggestionsPersonally, I think the trading system prior to 1.8 was the most balanced and interesting; not only were villagers born into a set profession, their offers were entirely random, even the default costs - a blacksmith MIGHT offer a diamond tool as their first offer but it could also be an emerald for diamonds (4-5, not just 1, though IMO 1 is a more fair trade) and they sold unenchanted items; you had to get a priest if you wanted to enchant them:
https://minecraft.fandom.com/wiki/Trading/Before_Java_Edition_1.8#Blacksmith
Enchanted books were also much harder to get as they had a quite low probability of being offered, per final offer traded - a mere 1.75%, or an average of 57 trades, and they only offered a single enchantment per villager:
https://minecraft.fandom.com/wiki/Trading/Before_Java_Edition_1.8#Librarian
Compare to the current mechanics - up to 4 enchantments per villager, with one unlocked off the bat, with no difference in quality between novice and expert level (hence the common practice of simply replacing a lectern):
https://minecraft.fandom.com/wiki/Trading#Librarian
IMO, 1.75% is too low and I increased the probability in my own mod (from 0.07 to 0.2, which is around 3 times higher, but still only about 5%); even then, I still had to to trade more than a thousand emeralds, with thousands of crops grown (I planted 7,000 seeds alone) and go through a dozen librarians over several hours before I got a Mending book (added by my own mod as a functionally identical replacement for the mechanic of renaming an item so it can be repaired forever, which IMO was also far more balanced than the official implementation, which lets you maintain any item for a flat rate of +2 durability per XP):
https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/3137150-themastercavers-world-version-5-tmcwv5?comment=5
Also, another change I made was to increase the cost of diamond gear to be 3 times that of iron (e.g. a diamond pickaxe cost 10-11 emeralds, compared to 7-8 for iron, so diamond now costs 21-24), including the cost of enchanting via priests (6-12 emeralds for diamond instead of 2-4; in 1.8 these costs were merged as items are now enchanted by default). Given that you need resources/items to maintain your gear this is a continuing cost, not just one-time as it is in current versions (i.e. using Mending to repair them with only XP), and due to the repair costs more highly enchanted items, especially diamond, may only be repairable with individual resources, or damaged sacrifices, making trading to maintain them not worthwhile (example: a diamond pickaxe with Efficiency V and Unbreaking III costs 33 levels to repair with a new pickaxe; with Fortune III added it is now too expensive to repair unless you use a single diamond (37 levels for +25% durability) or a sacrifice worn to about half-durability, which is much cheaper per use but requires damaging it in some way).
In addition, 22 carrots, 26 potatoes, or 32 rotten flesh for an emerald (ignoring discounts) are way too cheap - while I added these trades I made them more expensive, requiring 32-48 of each, which makes sense considering that you need 18-21 wheat (pre-1.8) and they drop multiple items per crop, especially when Fortune is used (which is what I balanced it around; also, while these crops are harder to obtain I've always gotten them from zombies within the first few nights; the abundance of zombies, especially with mob farms, is why rotten flesh should cost more*).
*Interestingly, the source code for 1.6.4 includes an (unused) entry for rotten flesh - with a cost of 36-64 for an emerald:
villagerStockList.put(Integer.valueOf(Item.rottenFlesh.itemID), new Tuple(Integer.valueOf(36), Integer.valueOf(64)));
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tow4rzysz posted a message on Spears and Throwable arrows (without bow)Posted in: SuggestionsQuote from Krispytaco59»
Imagine if your bow just broke whilst fighting a ghast and you desperately need to kill it or run; Your pride gets the best of you and you have to kill it. you quickly craft a spear with 4 cobblestone and two sticks and craft a spear and throw it at the ghast.. devastating damage.. you quickly grab the spear and direct hit the ghast once more.. you defeat the beast. anyways same thing, but also have arrows that you can throw because that would be cool.
Bow does only modest damage and requires some specific materials to construct and operate.
Cobblestone spear that does "devastating damage" would completely overshadow it and every other weapon in early-mid game.
Also, throwable items are either unstackable or stackable up to 16, I'd not want arrows to get into that category because it would make them take much more space, or be inconsistent; besides, arrows are built not to be thrown but shot, this is why they are so aerodynamic and lightweight, to allow bows and crossbows propel them at much higher velocity than human arm ever could.
Also, if I somehow ended up in the Nether without a ranged weapon and got shot at by ghast I'd just run or punch the fireballs back to sender, deflecting fireballs is the intended method of fighting ghasts without having ranged weapons on your own.
But the best way is just to keep track of your gear durability and if something is about to break, replace it or combine with another. -
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0_Zippy posted a message on Detailed Nether Villagers (Lots of Images)Posted in: Suggestions
Last Updated: June 20th, 2013 at 3:55 AM
I pray this becomes at least 1% more popular than my "The Haven" idea. Like the latter idea, this post contains images of what I'm trying to show off. Better I give you that than a baseless wall of text. If this idea gets enough support, I will keep adding to it. This includes good suggestions from other people as well.
This also mixes in with KakarottoYo's idea:
Shouldn't the Nether Villagers be pigmen or something?
No. And I'm probably the 0.00003% of Earth's population that thinks this way. I think Nether Villagers should be something original, or something's that close to being original, and not some cheap Pigmen copy (zombie or otherwise).
I think large minotaur-man creatures represent their defensive nature better than pigmen anyway.
I don't care for the details, I just wanna see images!
Keep scrolling down until you get to the first picture of the red Nether Villager.
So... The Nether Villagers in that image... What are they?
They're a mix between minotaurs and humans. These creatures are a combination of two things, which is sort of like pigmen, so if you wanted these creatures to resemble pigmen in some way, there you go. They are a bit taller than the player.
Why are their left arms nothing but a bone?
Perhaps they all have the same genetic defect. These are one of those things where players must debate that for themselves.
How do they behave normally?
Like their Overworld counterparts, they stay together (although not as tightly) and have different color versions to "resemble" their occupation. They don't need some hulk or golem to protect them, as they can beat the living hell out of enemies (players and mobs alike) all on their own, if provoked, but they attack alone, and not together. They walk slightly slower than a zombie.
With addition of Nether mobs coming out of portals to the Overworld, the Nether Villagers can do this too, though this is painfully rare. Every night has a 1% chance of this happening, and can only happen on a non-raining night. If a N. Villager enters the Overworld, it will just wonder around aimlessly.
How do they behave on the Peaceful difficulty?
Exactly the same as this thread describe's them, but they don't get provoked. Meaning you can beat them as hard as you want without penalty. On Peaceful mode...
What do they live in?
Caves found in the Nether. These caves are often supported by Nether Brick. Torches can be occasionally found in these caves.
How rare are these villages/caves?
About 20% rarer than that of an Overworld village.
What sounds do they make?
They rarely make sound, but when they do, they sound like normal human grunts, although with a very deep pitch and echo. The "Mystic", "Collector" and "Colossus" variations have a much more powerful and distant echo.
When taking damage, they emit a deep "human plus bull" type grunt.
How do they respond to specific world hazards?
Much like any other Nether creature, these new Villagers are unaffected by fire and are slowed when in lava.
If a N. Villager manages to reach the Overworld through a player's portal. The sun not will damage them.
How are they provoked?
They are provoked by either hitting them or stealing from their chests (if they see it). They only get provoked individually, and do not attack in groups like wolves or Zombie Pigmen.
How do they attack?
Just by following you and touching you. Each hit varies depending on the type of N. Villager you provoked. They do not stay hostile, as they will hit you 1-2 times for every time you hit them, stand still and stare at you as if to wait for a response. If you hit them too many times, they will keep hitting you until death. They do not attack as a group if just one N. Villager was hit. A "Collector" N. Villager will never lose its hostility.
Wait, you said they have their own chests?
Yes, unlike the light brown ones found in the Overworld, the ones found in Nether Village caves are a dark red with a yellow lock, but have the exact same mechanics as an Overworld one. You can call them "Nether Chests" or "Dark Chests" if need be. The GUI on the new chests is dark red, rather than the normal grey.
What do they drop on death?
They drop 0-1 horns. They can be used to brew an Angry Potion. The "Baron", "Mystic" and "Collector" types can drop more than just their horns.
What could be found in these new chests?
Look at the list below. Top to bottom = Least to most rare:- Netherrack
- Soul Sand
- Netherbrick
- Flint
- Netherbrick Fence
- Iron Ore
- Gold Ore
- Iron Ingot
- Gold Ingot
- Nether Wart Seed
- Ripe Nether Wart
A "Ripe" Nether Wart is something that is only found in a N. Villager chest in an area where an Alchemist lives. As you could have guessed, this new Ripe Nether Wart is chemically altered rather than just physically. In brewing, the Ripe Nether Wart added to a water bottle will create an Excess Potion. Ripe Nether Warts can also be eaten, which will regenerate both health and hunger for 2 minutes.
Excess Potion...?
These potions act like Awkward Potions, but will double any effects and double the time. Any potions created from an Excess Potion will have a green aura, rather than the standard blue one.
Do different colored Nether Villagers have their own attributes?
Yes. See below:
Normal
Health:(16)
Damage:(6)
Added Abilities: None
Spawn Chance in Village: 50%
Torus
Health:(16)
Damage:(8)
Added Abilities: Does +2 damage. Moves +15% faster. Drops an extra 1-2 exp. orbs on death.
Spawn Chance in Village: 20%
Baron
Health:(18)
Damage:(8)
Added Abilities: Does +2 damage with extra knockback. Moves +25% faster. Drops an extra 2-4 exp. orbs on death.
Spawn Chance in Village: 18%
Rampant (Colors based off ShadowKreach's idea)
Health:(8)
Damage:(4)
Added Abilities: Does -2 damage. Moves +50% faster. This is a mob you may not want to kill due to its potential trades. Drops 3-6 exp. orbs on death.
Spawn Chance: 5%
Hunter (Based off DeJoth's idea)
Health:(20)
Damage:(8)
Added Abilities: Does +2 damage. Moves +15% faster. Attacks Zombie Pigmen, Magma Cubes and Ghasts that come near them. Drops 2 extra exp. orbs on death. Can jump up to 3 blocks in height.
Spawn Chance in Village: 15%
Mystic
Health:(22)
Damage:(8)
Added Abilities: Does +2 damage with extra knockback. Moves +10% faster. Can seldomly "telekenetic" punch any enemy from 10 blocks away, although this can easily dodged as the Mystic will remain completely still when "charging" this "telekenetic" punch. This is the only mob that can flawlessly hurt a Ghast if they're close enough. When killed, this mob can drop any valid item in Minecraft's existence. Drops an extra 2-4 exp. orb on death. Can sometimes deflect arrows. Immune to all splash potion effects.
Spawn Chance in Village: 7%
Tormenter
Health:(30)
Damage:(12)
Added Abilities: Does +8 damage with insane knockback. Will never lose its hostility once made. Each hit has a 30% chance to make the player drop any item in his inventory at random. Will drop 1-3 of any rare item on death, as well as 35 experience.
Spawn Chance in Village: 2%
Colossus
Health: ∞
Damage: N/A
Added Abilities: Oh my friend, you're looking at the rarest gem of Nether Villagers. Moves +20% faster. Will never become hostile against players, although it can never take damage. Receives -30% knockback. Can teleport just like an Enderman, but this occurs only when it wants to return to its "village area" and can't get back to it by just average walking and jumping. Go ahead, add some ingots in his village's chest, and see how friendly he really is.
Spawn Chance in Village: 0.05% (1% on Hardcore)
Do these Nether Villagers have their own spawn eggs in Creative Mode?
Yes, and each Nether Villager type has their own chance amount of appearing when the egg is used:
- Normal - 90%
- Torus - 85%
- Baron - 70%
- Rampant - 50%
- Hunter - 45%
- Tormenter - 10%
- Colossus - 0%
Where exactly in these Nether Villager caves do the dark red chests exist?
In the deepest part of their caves, although they can be rarely found near the cave's entrance as well.
How big can these caves be?
Imagine a normal Overworld village fitting inside a cave, that's how big they can be.
New Questions/Answers Added as of 3/29/2012 9:31PM
How do they inflict damage?
They do NOT always do the max amount of damage that you see in the list of Nether Villager types. They can also do a minimum of -4 hit points of damage. For example, a Baron is capable to doing between 4 and 8 points of damage, which is randomized between these limits.
New Questions/Answers Added as of 7/13/2012 3:41PM
Do these Nether Villagers trade like the normal ones?
Yes, the currency they accept is Blood Diamonds, here is a chart of what each N. Villager trades.
Normal, Torus and Baron
Rampant
They do not sell items.
Hunter
Hunters have no interest in trading.
Mystic
Tormenter
Tormenters have no interest in trading.
Colossus
Tormenters have no interest in trading.
New Questions/Answers Added as of 7/28/2012 1:59PM
What does an Enchanting Orb do?
If you're lucky enough to have a Mystic appear, and not ed off enough to not trade with you, you'll have access to this item. An Enchanting Orb can be used to give any weapon or tool a single random enchantment at no level cost, but it will only give it the weakest version of an enchantment, so it's best to this orb when something is already enchanted.
Using this orb on an already enchanted item will make all existing enchantments upgrade an interval. Meaning "Sharpness III" can be set to "Sharpness IV". Enchantments at their highest levels will go no higher. If all enchantments are maxed out, a new enchantment at its weakest is added.
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tow4rzysz posted a message on Deepslate should have higher blast resistancePosted in: SuggestionsQuote from Agtrigormortis»
and TNT tends to make a mess, is risky to use because it can damage players and armour, worst of all it deletes items, making it impractical to use for mining. I never even bother with TNT while mining especially not at diamond level because it wastes materials.
TNT is probably the worst item in the game for mining. It works for setting traps to kill mobs so is an effective landmine with pressure plates, but as you said because sand isn't renewable barring trades it still wastes materials, and in the end you're going to end up ruining a biome unless you design the landmines with renewable or obsidian blocks around them.
It's reportedly useful to insert into semi-mobile slimeblock TNT duplicator as tunnel bore drills in Nether to explode your way towards blastproof Ancient Debris in Netherrack, although to do that you need some ancient debris as TNT attitude holder to build the duplicator in the first place.
If you collect the drops after each explosion you can even gather some items, because TNT may explode items but has 100% drop ratio from a single detonation.
In Overworld it's not worth it at all simply because Stone has too much blast resistance (and netherrack has utterly laughable one), and repetitive TNT explosions that would make a difference simply will explode whatever you wanted to mine.
And even if some maniac wanted to tunnel bore his way just to make a tunnel even through overworld, natural and cobbled deepslate can be made to be vulnerable while polished, brick and tile variants could resist the explosions.
Builders will just have not to use natural and cobbled variants, that's it, and from cobbled to polished there is only one 2x2 crafting sequence on the way, like with ADG. -
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tow4rzysz posted a message on Deepslate should have higher blast resistancePosted in: SuggestionsQuote from Agtrigormortis»
This would be taking it to its logical conclusion. It shouldn't be easy to damage deepslate by an explosion or blunt force, and materials that have been heavily compressed tend to have the greater amount of density or hardness, this is why in real life diamonds are the hardest naturally found substance on the planet, they're compressed carbon, and are effective at cutting or grinding other materials.
The heavier or more massive the object is the harder it is to move or destroy it.
Diamond is durable not because it's particularly dense, it's actually quite lightweight - 3.51 grams per milimeter.
Diamond is durable because it has specific, orderly internal structure.
Lead and gold are incredibly dense (11.29 and 19.3 g/ml), yet they are very soft metals.
But regarding the initial proposal, I agree - a material nearly immune to creepers, but more abundant and simple to relocate would definitely come in handy. -
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TheMasterCaver posted a message on Mojang is slacking Notch used to update way faster and he’s 1 personPosted in: DiscussionAs a modder I know how long it can take not just to implement features but implement them properly; for example, I spent about two weeks on adding a fish mob, including a texture, model, AI, bucket mechanics, and a new spawning system - and that's just a single generic "fish" based on the original "fish" item, not all the variants that 1.13 has (granted, adding even 2700 "variants" of tropical fish would be relatively easy since the game simply combines 2 shapes and 6 patterns in one of 15 different colors for each, and otherwise most of the code can be reused by additional fish mobs).
Likewise, even a relatively simple change as adding uncarved pumpkins as an obtainable block/item required a lot of code changes and testing to make sure that e.g. mobs only spawned with/could wear/be created with carved pumpkins, and crops and recipes used the appropriate variants, especially since I also merged pumpkins and jack o' lanterns into a single block (this brings up another point - a substantial amount of the work that I've been doing has been on refactoring code, not adding new features, which is also true of vanilla development).
Similar to Mojang, I've also put off releasing a major new update since it would completely break compatibility with older worlds due to all the changes I've made to block and item IDs and variants, and otherwise world generation is completely different, so much like 1.17 and 1.18 I released an intermediate update which added many of the new non-world generation features, but even when I do release it older worlds will not be compatible (I made it so the game can't even see worlds it didn't create), while Mojang will almost certainly go through the trouble to make sure that older worlds can be updated, just as they always have, including when 1.13 completely changed block IDs and the save format (I considered doing something similar at first but when you consider that all items in inventories/entities/tile entities need to be updated as well, not just blocks placed in the world, and everything requires adding a "data version" tag, it quickly becomes very complex. Indeed, Mojang's "datafixer" is a major source of performance and resource issues since 1.13 and it will only worsen as they keep trying to support worlds at least as far back as 1.2, covering hundreds of data versions - at some point they should just block off old worlds unless a standalone tool is used to update them; of course, they will still need to update and test it with each new update). -
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toydotgame posted a message on Mojang is slacking Notch used to update way faster and he’s 1 personPosted in: Discussion- Notch worked on one version of the game for one OS on one platform. Now the game is written in two versions at once, on tons of OSs, and on nearly every platform. It's a lot harder work to make one thing work for everything. It takes time.
- It takes time to find what would be a "good feature." Otherwise, the game ends up being ruined.
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Tedious posted a message on Hot Air Balloon and Dirigible: Let the winds of change carry you.Posted in: SuggestionsWonderful suggestion! I really love the idea of early/mid game air travel, and how much fun it could be. If I had to suggest anything, it'd be to detail how multiple players could ride in the same balloon, and possibly making custom balloon designs like on banners.
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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.
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Just like my last two suggestions, this one was originally written in the Minecraft Abnormals Discord server.
Introduction:
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.
Obtaining:
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.
Mechanics:
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.
Enchantments:
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.
Mobs:
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.
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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.
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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.
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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:
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:
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.
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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:
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:
1
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.
1
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).
1
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).
1
Currently, enchantments cause the game's balance to be quite questionable, resulting in stuff such as:
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:
New enchantments:
Enchantment Tweaks: