That's a lot of interesting ideas. But i don't support block-breaking arrows.
- AMPPL50
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eiche_brutal posted a message on Fletching table's function and new arrow idea.Posted in: Suggestions -
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Gurkudrengur posted a message on Cleaning CopperPosted in: SuggestionsThis might be too early to suggest as we have only seen one snapshot with Copper.
My suggestion is the option to clean waxed and oxidized copper.
Simply place an oxidized or waxed copper block/stair/slab in a furnace to get it back to it's shiny state.
Or just to clean the wax off a shiny block so it can be weathered.
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Puffy_Pony posted a message on Locomotion for 1.18Posted in: SuggestionsIDK about Horse Shoes, I think just making Horse Armor (or saddles, either one) enchantable and adding a few new enchantments for that purpose would be adequate. The ability to slap Frost Walker on Horse Armor in particular would be very useful.
Minecarts need a more extensive overhaul IMO. They're not bad but just take a lot of investment for a form of transport which isn't overly efficient. It's AFK friendly for really long distances, but again--lots of investment. Your ideas aren't bad by any means, but I personally would like to see even more in-depth attention given to them.
Boats don't need much IMO. Maybe a steam motor that can be put in a boat at the cost of the second seat, and then obviously we're getting chest boats whenever the Swamp update drops. Other than that, they're pretty adequate for what they're meant to do, and the only suggestion I can otherwise make is for Crimson and Warped boat variants
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evilsharkey posted a message on Locomotion for 1.18Posted in: SuggestionsI would like to suggest locomotion as a sub component of the 1.18 update, whatever it may be. Many tools for long distance travel have become mostly unused because there are faster, more convenient methods, like blue ice and nether shortcuts. I’m proposing improvements to horses, boats, and minecarts to make them more useful.
For horses, add horseshoes that can be made of different materials and are enchantable. Shoes for speed, jumping, damage resistance, and moving through water would be the most useful. It would be nice to explore the countryside on a horse without having to get out a lead or build a bridge every time you come to a river. Enchantable horse armor for taking your horse through the nether would be nice, too. Give the horse knockback resistance so that ghasts can’t knock it into the lava without destroying the ground beneath it.
For minecarts, make them capable of being used like small trains. Create an armored minecart that smashes mobs and certain breakable objects that it slams into. Restore powered minecarts, and make the type of fuel affect the speed of the minecart so that the fastest minecarts are almost as fast as boats on blue ice but a lot less tedious to use on a large scale. Give the ability to link minecarts to Bedrock, too, with one powered minecart able to move a set amount of carts.
Boats would need improvement, too, but I can’t think of many ideas other than adding an iron boat that is more durable but sinks if it’s broken instead of floating like most objects on water. Maybe add a large boat that is slower but can haul larger mobs like horses and golems or large chests
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The_Shadow posted a message on Minecraft 1.17 Update Opinion ThreadPosted in: Recent Updates and SnapshotsQuote from coolcowboy15»
Something I think that could make bundles an incredibly useful tool. Bundles are not really a good organization item, just makes things pack down better. But I think it would be neat if you could place blocks that were inside a bundle. If you are building a castle and want it to look aged and ruined. Normally you would have to switch around blocks in your inventory quite a lot to create this effect and it's quite hard to achieve a "random" look. If bundles randomly choose blocks inside it's inventory for you to place down you could potentially create this affect a lot easier than you normally would be able to.
The same effect should apply I think to firing arrows and dropping items. You potentially could fill a bundle with 16 weakness arrows, 16 harming arrows, etc. etc. and fire multiple volleys of differing arrows. For dropping items, say you are trying to evenly distribute responsibility or making a minigame where one is "it" without knowing who it is yourself. You would be able to drop randomly any item inside the bundle for this effect.
...That is a *seriously* cool idea! Try suggesting it, I think it has legs. (I doubt it's on the drawing board yet, but it probably should be.) I don't know how well it will work for dropping, though, as you ought to be able to drop the whole bundle at once.
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tow4rzysz posted a message on Drops for Piglins and PillagersPosted in: Suggestions
Village and Pillage, and the Nether Update added new mobs with a weird feature: Having no drops, apart from held equipment, in spite of being hostile. Namely, these mobs are Pillagers and Piglins; as well as Piglin Brutes.
These are quite puzzling: They're hardly weak (Apart from Pillagers having no brains, but that's rather common in-game), and Piglin Brutes in particular are stronger than most Nether mobs, yet drop practically nothing. Similarly, Pillagers are also rather bad in this regard: During a Raid, you have to fight a lot of them, but due to the lack of drops, it becomes quite a drain on your arrow supply unless you already had a lot beforehand.Without further ado, I propose the following drops:
Pillagers:
33% chance of dropping an Emerald. Works like in the case of Spider Eyes: Player damage only, and Looting just increases drop chance.
1-5 Arrows. They need ammo for their crossbows, after all.
0-1 Iron Nugget: No source of these exist apart from crafting them and bartering. This would provide a reason to seek out Patrols. Works just like Zombified Piglin Gold Nugget drops.
Piglins:
0-1 Raw/Cooked Porkchop: The reason is simple: They're pig-like after all, and it's weird that you can eat their undead brethen but not them. Plus, it harkens back to the very early days when Zombie Pigmen (Now called "Zombified Piglins" dropped Cooked Porkchops.
0-2 Gold Nuggets: It doesn't make much sense for their zombified counterparts to drop gold, but not them, specially when it's living Piglins that hoard gold; not to mention that they're normally hostile anyways.
0-1 Gold Ingot (Rare): Same as above.
0.2 Arrows (If they spawn with a Crossbow): Well, they should be carrying the arrows they shoot.
Piglin Brutes:
0-1 Raw/Cooked Porkchop: Same as above.
1-3 Gold Ingots: They don't respawn, are strong, and are visibly carrying a gold bracelet. They're clearly carrying more gold than usual AND their strength makes it weird that they have no drops.
For pillagers - sure, sounds good.
For piglins - sounds reasonable, although I think they are meant to not drop much as they are meant to be bartered with, not butchered for drops like all other hostile and most other neutral mobs.
For piglin brutes - makes sense, they are always aggressive. -
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DapperDinosaur posted a message on Minecraft 1.17 Update Opinion ThreadPosted in: Recent Updates and SnapshotsI think everyone that is literally asking for stuff to be LOWER resolution is insane. The stalactites and stalagmites look good, and I sincerely hope the development team don't listen to the insane people that think they're "too high-res" for the game.
Bundles are fantastic, and will make working on a lot of things like farms easier. People also apparently aren't thinking about things that stack in low numbers (or don't stack at all, such as enchanted books and tools). I'm going to be carrying at least 5 of these at all times when the update rolls out.
Archeology is quite strange and I think the development time spent on it could have been put to substantially better use. This is the cave and mountain update, and instead of giving us new tools for mining faster/more efficiently, they give us a brush to mine blocks more SLOWLY, for USELESS decals for ugly giant pots? Are we going to be getting cobras revealed later or something so the pots can be used as homes for them? Are the pots going to be useful for ANYTHING? This is going to be just like the update aquatic with boats. If we don't get new mining tools now, in the Cave Update, we're never going to get them and that's horrible.
I agree with whoever mentioned how much more GOOD content the average modder can put out than an entire development team in a multi-billion dollar studio. These updates with this scale should be coming out multiple times a year, not once.
I really hope amethyst crystals aren't ONLY used for the telescope. I'm holding out hope that you'll be able to make some new tools with them that can mine faster than anything else or have some other kinds of special properties. Having a gem resource that can only be harvested from uncollectable geodes underground would be a ridiculous waste if the crystals don't have some powerful purpose, and telescopes ain't it, chief.
The actual cave and mountain generation looks significantly better, but the bar hasn't exactly been set very high on that.
I like the concept of the mountain goats, but at the same time I have to wonder if they're going to make mountain traversal and/or basebuilding too much of a hassle to bother with.
Axolotls being giant waterdogs is hilarious and I want them yesterday.
The new redstone plants are so awesome that I think even I will be able to build some cool (and most importantly easy) redstone devices that serve a purpose now. Redstone is the one area of the game I'm not at all fluent in because it's generally so complex and time-consuming, not to mention bulky and ugly, for so little reward. These new wireless redstone plants look to change that.
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The_Shadow posted a message on Minecraft 1.17 Update Opinion ThreadPosted in: Recent Updates and Snapshots
Last time I recalled, Jurassic Park had nothing to do with archaeology. Paleontology is something different.
Minecraft is whatever its updates have led it to be. Like I said, the Nether didn't "fit" at first into the game at all. Half the charm of the game is its quirkiness, the layers of developments that have occurred over the years.
And nobody says that you have to use the archaeology stuff if you don't want to.
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Ptolemy2002 posted a message on Minecraft 1.17 Update Opinion ThreadPosted in: Recent Updates and Snapshots
This may be an unfair comparison because some of those updates may have had less content than the recent ones, or it may have been easier to implement. Also, the developers seem to be putting more thought into the recent updates (they don't want to add something bad and lose their fans). Also, the company is now juggling 4 different multi-platform games (Minecraft Bedrock, Minecraft Java, Minecraft Earth, and Minecraft Dungeons), two of which are meant to be pretty much the same in content (Minecraft Java and Minecraft Bedrock) so it will take a longer time to sync the two. Finally, it could be that they're just trying to put releases on a schedule and their speed hasn't actually changed that much.
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tow4rzysz posted a message on Why I believe Minecraft needs a serious changePosted in: DiscussionQuote from senorchang42»
I really dislike redstone, it feels very primitive but also confusing. I think they need to make it a little simpler and add more stuff you can do with it.
Do you realize that trying to change that will either fail to achieve simplicity, or flexibility, or just force demolition of practically all complex redstone machines we got today?
Quote from Agtrigormortis»
We need more uses for factory builds, some people like myself like building them, (like my stone factory using pistons, redstone, lava and water) but with limited options for automation and machinery there isn't much point to them. And some builds literally involve AFK farming which almost always use some bug or design oversight in the game if not a mod, rather than an intended game mechanic.
I don't feel pistons is enough machinery for the game, Minecraft could be so much more if we were able to use redstone contraptions to automate construction of blocks legitimately, but with some complexity and hard to find materials involved so it wouldn't be unbalanced.
We can't even build functional conveyor belts because almost none of the blocks are affected by gravity unless they are dropped items.
You could build a solar power plant technically in Minecraft using daylight sensors, but what is the point? if you're sending a redstone signal you still need repeaters to be able to send it over a long distance, so power plants are a waste of resources.
I'm very disappointed that a lot of the things we can build don't serve any useful purpose in the game, they're mostly for show.
Why should redstone repeaters even be necessary with a power plant? even the building aspect of the game needs major changes to make it more satisfying.
Affirmative. We should have more options to mechanize production. Also, recycling obsolete items is what we should have too. At the moment, we can use wooden remains as fuel and compost unneeded food, but I think we should expand it to more materials, like stone, nether materials and endstone, preferably multi-stage and with needs of additional fuel types to prevent it from being too simple...
Honestly, if we are to have something similar to industrial grade electricity, it should be item-based.Quote from Toadrunner»
I disagree with the OP's position. I love Minecraft because it is a sandbox game that I can build my own world in. The additions that have been made to the game have served to give me more options in the sandbox. They don't make the game less simple, just more fun for me.
Calling new blocks "meaningless cosmetic items" is a slap in the face to the huge building community.
The OP has every right not to like the direction the game is going in. It is a mistake however to assume that this is the only "right" opinion.
Affirmative!
Quote from Agtrigormortis»
Cosmetics have existed in the game since its early years, when it was first released on Xbox 360, the first console it was on. I'm sure people remember stone bricks as well as clay and regular bricks existing in the game back then.
Perhaps we could have more aesthetic blocks serve a useful purpose in the game, some more nigh indestructible blocks with the same blast resistance as obsidian but require diamond or netherite pickaxes to mine. Having more of these blocks would be nice for people who design battle arenas to fight monsters in. Actually I'd prefer monster arenas instead of XP farms as it is a more fun way to get XP and loot from mobs.
Also they need to make mob spawners immune to Creeper explosions. I can understand not being able to pick them up and move them to the location of our choosing, but why are they vulnerable to Creeper blasts? that's pathetic if you ask my opinion, such a rare item shouldn't be so easy to destroy.
Affirmative! If we are to have various materials for decorations, they should have more practical use and some edge in comparison to The Greater Empire Of Cobblestone.
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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).
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Lapis Lazuli isn't the only source of blue dye anymore. Cornflowers are also viable, and are much cheaper.
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What about grappling hooks that act as temporary ladders?
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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).
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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.
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Mostly. You're utterly ignoring, either on purpose, or by ignorance, that Mending is included in the enchanted books, on top of potentially getting other high-level enchantments. As for "Worthless junk with worthless enchantments", that's a rather weird way to call a bow with Power, at the very least; or a pre-enchanted rod (I don't AFK fish, but every Mending fishing rod I've got has come from fishing).
You cannot get diamond gear by AFK fishing, but you can make it ever-lasting with it, without taking effort beyond putting a weight in the RMB and moving on to do something else.
Iron Golem farms at least are a logical result of the presented mechanics. AFK fishing not only doesn't make sense, but essentially uses unintended behavior in order to allow something the game doesn't allow at all otherwise. Particularly telling is that, otherwise, there's no way to farm for fish without right-clicking, and that part of the way to do so involves PUTTING A WEIGHT ON THE RMB, which is something the game doesn't promote otherwise.
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Or you can put water channels that lead the Pillagers to lava blades or magma.
If the problem are walls, use a second Ravager-like mob to deal with them, that could also allow Pillagers and Ravagers to bypass water currents.
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Take into account that Illagers are quite powerful when met early on, and well, once triggered, the raids start coming and they don't stop coming, particularly when there's no way to prevent them from attacking barring an item found at the very endgame.
"Isn't it Iron Pick" is hardly appropiate. It fits more if it would logically get Illagers to pay attention to the Player.
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The mechanics you propose would make it rare, but very much possible, to have to fight a raid VERY early on without being able to prevent it. I suggest making it so the Player has to call some attention to themselves, by killing a few Evokers or Ravagers first, so that either defeating a village Raid or raiding a Woodland Mansion is required.
Putting the Totem of Defending so late into the game makes little sense, as, by then, the Player would most likely have either good enough equipment to deal with Raids and/or a base designed in order to make them easier to defeat.
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One of the products of fishing are Enchanted Books, which include Mending. That is a great part of the problem: AFK Fishing makes what was intended to be a rare enchantment very common.