Support scorrp10's take on it... Mobs are peaceful and completely neutral until hit directly by the player.
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Last active Fri, Sep, 2 2022 08:13:07
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powerwindows83 posted a message on Intermediate between peaceful and easy difficulties for survivalPosted in: Suggestions -
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allyourbasesaregone posted a message on Iron and Gold Ore ChangesPosted in: SuggestionsIt's not a bad idea, but I kind of like the niche thing about how these ores are immune to fortune, particularly for the purpose of me not wanting to use up (finite) resources without fortune iii on my pick.
Also, nether gold ore and gilded blackstone work with fortune (but silk touch is better as you get a full ingot of gold vs 2-6 nuggets or more with fortune.
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scorrp10 posted a message on Use gunpowder instead of redstone to blow up tntPosted in: SuggestionsQuote from erictom333»
There is one major problem with redstone: You can't send signals a long distance without repeaters. If you do so, it's unnecessarily time-consuming to make sure you do so every 16 blocks. With gunpowder, it'd be a lot simpler: lay down a long enough fuse, light it, and watch from a safe distance. Although I do agree with FirEmerald in that string should be used; it's a lot more common than gunpowder, which you may have probably exhausted crafting TNT anyway.
What 'safe distance'? TNT explosions have a max damage range of 7 blocks.
I mean, I have no issue with gunpowder/string/whatever ADDED as a method of exploding TNT, as long existing methods are left alone.
instead = 100% no support.
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Ptolemy2002 posted a message on Minecraft needs a better Commandblock-UI...Posted in: SuggestionsTranslating into python might be a stretch, but I support pretty much everything else. Generally, I will use the command block interface rather than writing a function because functions are written with a normal text editor and don't implement auto-complete features. You also cannot tell whether there is an error in your code until you reload the game. Command blocks aren't much better, though, since they are only one-line, take up a lot of space, and the error system is often unclear or incomplete.
I would suggest that auto-complete features be added for nbt and selector data, as well as implementing everything shown here. Also, if the error is an invalid id it should suggest some valid ids for you. And this UI should be implemented into a stand-alone application for writing and parsing functions, allowing you to easily write code and detect errors without actually having Minecraft open.
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DuhDerp posted a message on Minecraft needs a better Commandblock-UI...Posted in: SuggestionsWhy Python support? If it were included, it would have to be a heavily modified or disabled version so you can't do hacker-ish things.
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IronGolem20 posted a message on Posse: A mod for people with no friends!Posted in: Requests / Ideas For Mods
One idea I've just thought of is the ability for the Party Members to receive commands through the chat system. You would address them by saying their name with a comma, followed by a command. The command and member name would be case insensitive and would ignore punctuation, and there would be a few such commands, most of which would just display information such as the member's location. (This could also serve as a more immersive way to switch between "stay-here" and "follow" modes)
If something like this were implemented, it would be best for the names of the characters and the commands to be in colors other than white (a la commands) in order to distinguish them from regular text chat.
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Badprenup posted a message on Bow echantment: Arc 1, 2, & 3. Curving arrowsPosted in: SuggestionsWhen I saw the title for this topic I was more than ready to give my support, thinking it would be an enchantment to display your trajectory when firing normally to help players be able to snipe long distance targets. But I can't really see any uses for this other than some extremely rare manufactured trick shots that aren't going to really occur in normal gameplay. And even if they did, because you lose a lot of bow functionality unless you don't move horizontally at all it would make using a bow much less desirable for me on the off chance I get this enchantment, because I'd have to remove the enchantments from it and try again.
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minecraftideas3 posted a message on BookshelvesPosted in: SuggestionsBookshelves are pretty useful in the mechanics they have already. There isn't really much use of making them like a chest as the bookshelf is more of a decorative block than a storage container. However, perhaps an additional block called a "book cabinet" could be added which has a small inventry like the inventry of a donkey and it should really only allow books or written books in it. Having alternative storage contains is a great idea but, it shouldn't really take focus off the chest. I mean, a book cabinet could be used with the new villagers too, with the librarians in some way shape or form.
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DuhDerp posted a message on Always allow mixed wood types in recipesPosted in: SuggestionsI believe this is already true for type-agnostic things like chests and pressure plates. Mixed-material things like fences or doors should produce a type-agnostic product though, like a scrap-wood door. It would be neat if the final texture could be composited together from smaller pieces, which might be easy enough if we applied this compositing to all similar textures (ie, door textures would have 6 parts equating to a 2x3 grid of the existing door textures and type-wood doors would simply use all 6 pieces of the wood type.)
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IronGolem20 posted a message on Chairs and tables.Posted in: Suggestions
I agree, but I think there is a limit. For instance, microwaves don't really need to be in the game.
Furniture That Should Be Added
I think furniture should be customizable, but without hundreds of items. We can have "in-world crafting." In my opinion, my Chairs suggestion handles this well: There are only wooden, cobblestone, and wool chairs, making there only 23 items with all variants included. You're able to add cushioning by right-clicking on the chair with a wool block, allowing you to customize chairs. Furthermore, chairs link together to make couches when placed adjacent to one another, but you can make them keep their arms by holding shift when placing them. This allows you to easily build chairs, movie theater seats, benches, couches, etc. The cushion even looks like a pillow when on a wool chair to make couches more realistic.
Those are just the features available in the suggestion. Maybe right-clicking with an axe on a wooden chair (or a pickaxe on a cobblestone chair) would remove the arms. More chair variants (stone chairs? bamboo chairs? scaffolding chairs that look like lawn chairs?) could also add more variety.
While not necessary, it's also nice when furniture serves a real purpose, such as beds letting you skip the night, chairs (in my suggestion) letting you skip the day, bookshelves enhancing enchanting tables, doors keeping out mobs, etc.
Furniture That Shouldn't Be Added
Tables seem redundant since they're rather simple to begin with and can easily be created with existing blocks (Chairs, beds, and doors are not as easy to create with existing blocks, and when doing so you almost always take up more space than is desirable.)
Chandeliers are also relatively easy to make with fences, iron bars, or glass panes and a light source.
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I don't really understand why you're including graphical settings in a suggestion about server optimization. Unless Minecraft's code is so bad that servers are running rendering code, the ability to optimize the game's rendering engine should have no effect on server lag. The only lag it would help with is your framerate.
Lots of "family-friendly" games have high computing requirements, which is why very often the people who make them sell them on consoles that are oriented towards gaming. (Nintendo being the most obvious example) Also I'm confused why you say "only 150 frames", when typically most monitors can only run at 60 or 144 Hz.
As others have pointed out, Minecraft can't remain so compact that it runs on old hardware forever. I'm sure that if Mojang put some time into it they could make it run on much older hardware than it currently runs on, but the game is still going to increase in hardware requirements as it keeps getting developed. (With that being said, ideally a lot of these new feature updates shouldn't be changing Minecraft's requirements besides maybe minimum RAM. I could see how things like waterlogging might require new rendering code, but even the Nether update is effectively a large collection of new blocks and mobs running on the same engine as the last version.)
It's worth noting that a decent computer really doesn't cost that much. If you get a part-time job, you can probably find a used or refurbished laptop powerful enough to run the latest version of Minecraft at 60 FPS for around 300 dollars. Of course, if you have a part-time job, you can build a much nicer gaming computer if you're willing to do the research and put in the effort. It won't really save a lot of money, but it's a fun experience and it teaches you useful skills if you want to enter a career in IT.
I'm certainly all in favor of Minecraft being optimized, but understand that game programming is more complicated than just tweaking a few lines of code to make things run faster. The whole rendering engine itself is... flawed. It's gotten more flawed over time. (There was a reason that modding experienced a sort of renaissance around version 1.7.10 because people weren't interested in updating past that version until around the time 1.10 came out.)
I think you're limiting Mojang a bit by suggesting the Cave Update cannot also come with optimizations. Sure, their staff will likely be devoting less of their time to optimizing the game, but it's not like they haven't implemented large numbers of bug-fixes alongside large feature-filled versions. I'd actually be in favor of Mojang doing another 1.15 which was effectively a bug-fix update that added a few features. There are ways I could think of implementing a satisfactory Cave Update while adding only a few blocks and while likely changing very little code at all, allowing Mojang plenty of time to rearrange the rendering engine or the internals of the game.
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There's a part of me that immediately dislikes vegan-style suggestions immediately just on principle, (satire) but I think there's a more practical reason why this is a bad idea:
It's easy to collect lots of crops. It's easy to collect lots of papyrus and cactus, and it's easy to collect lots of blocks. Even ore is really easy to get. However, it's a lot harder to collect animal drops. Let's put aside automatic farms and even general mob drops become difficult to obtain in large quantities. I think this is entirely intentional.
Adding other alternative methods to getting things like leather and feathers may make a nice mod for those who are so emotionally attached to blocky animal-resembling game objects, but it means those things no longer require the same challenge that they once did. And yes, I'm aware that leather and feathers can now be obtained other ways as Badprenup mentioned, but a player who is trying to craft a set of leather armor or a large quantity of bookshelves is likely not going to want to wait for either fishing or piglins to provide all of the required leather. Likewise, a player in need of arrows to defend himself is not going to want to depend on his cat.
You might say that we can still add challenges in other ways but you're still cropping a large portion of gameplay (breeding and butchering animals) out of the game, and one that I would argue is almost essential to the game's progression since leather is required to make bookshelves for an enchanting table unless you're stealing them from strongholds. It'd be like saying "People don't like exploring the world since it takes up a lot of space on their hard drive, therefore we should rewrite the game so that the player can beat it while remaining in a 10x10 chunk area."
Those things aside, consider the fact that you're advocating for the option to make animals practically useless. Yeah, you might find them "cute", but we already have a lot of useless mobs in the game like Polar Bears and Llamas. (I know technically Llamas have a use, but I've never needed to move mountains of stuff over long distances in situations where I can't use nether portals.) They're not even aesthetically appropriate for the landscape since all of the mobs besides maybe horses are based on domesticated animals.
No Support.
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This is Jay the Mouse.
Jay just completed his big new house! It has two bedrooms and a big balcony for staring into the abyss:
Jay has a problem, however: his house is very big and he is very small. Jay tried asking other people to live with him in his house, but he had some issues with his potential housemates:
Standy the Stand:
Standy was very nice but also very quiet. To make matters worse, if you right-clicked her face it would pop off and you'd have to stick it back on. She never wants to follow Jay on an expedition or anything and just keeps making that confused blank face.
Villy the Villager
Villy was not as nice. He kept sleeping in Jay's bed and kept trying to get Jay to make some shady trading deals. He kept making grunting noises and when Jay wanted him to go on an adventure, he tried to offer him a loan on two pieces of redstone with a small down payment of 99.99 emeralds. Clearly he was not a fit roommate.
Jay tried asking other players to play with him, but nobody wants to play with the lonely mouse.
That's where a new mod comes in...
Posse: A mod for people with no friends!
The Posse mod would add a new mob, the Party Member. You might be tempted to call them an NPC, but that would be an inaccurate name as we'll see later.
Appearance:
The Party Member looks exactly like a player, albeit perhaps with a nametag colored light gray or yellow or in italics to remove some confusion.
In Survival Mode, the Party Member will spawn with a few included skins based on Steve and Alex and with some names included in a configuration file.
In Creative Mode, the player can customize the skin and name, either using some of the included skins or an online image. (Perhaps additionally, Party Members spawned in survival mode can also spawn with skins if the URLs are linked in the config file.)
Behavior:
What separates these Party Members from NPCs is that the player can swap places with them using a configurable keybind, similar to how one might do so in a Lego game:
On the technical side, the player will swap skins, inventories, and his position with this mob, giving the appearance that the player is now playing as the Party Member and the player's first character has become a Party Member.
In Survival Mode, Party Members can be instructed to either stay in place or come along with you. They act very similarly to tamed wolves when following you in that they attack hostile mobs and players that attack the player. If the player enters a boat, the Party Member will attempt to get in a boat in order to follow, placing one down from its inventory if necessary. If the player enters a Nether Portal, the Party Member will also attempt to enter the Nether Portal. Party Members will drop their inventory if killed (unless keepInventory is turned on) and respawn at their "Party Host's" bed.
If the Party Member cannot travel to wherever the player is or if the player dies, they will switch into "stay here" mode and alert the player that they can't pathfind to where they are. This is to make sure that Party Members do not act like portable ender chests.
In Creative Mode, additional options are provided allowing you to give more advanced commands to Party Members such as sitting down, sleeping in beds, saying certain lines of dialogue in chat when they are being interacted with by another player, or performing some kind of action, etc. You can also customize certain entity tags such as Invulnerability.
Spawning
In Survival mode, all Party Members are found in Villages in a "lonely" state. In this state, they will not respawn and do not have a "Party Host", and they act somewhat like Nitwit villagers. This can be changed by paying them a small price of a couple of emeralds to get them to join your Party, at which point they will immediately begin following you around.
In Creative Mode, Party Members can be spawned in via Spawn Egg and upon right-clicking on them, you need only click a button to get them to join your party, however, you may customize them without letting them join your party.
Bonus Points:
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I would tend to agree that Minecraft's stealth mechanics are rather limited, though in fairness I think this is because Minecraft isn't necessarily a combat game by design and thus the combat in the game is meant to be simple and easy to pick up on. With that being said, going forward I imagine I'm going to be stressing that any stealth mechanics implemented should be simple enough that someone can grasp it with minimal instruction.
I kinda wish you specified how far their vision goes, though I do like this idea. I think in addition to this "blind" mobs like Zombies and Skeletons should depend entirely on other senses, though. (Meanwhile, Pillagers and smarter mobs should be able to see you from much further away, making them more difficult opponents even disregarding their better armaments.)
I would say in addition to this, I think mobs should frequently be distracted by certain things like food or other mobs to make it easier for the player to know a mob won't be looking in their general direction for a good 10-15 seconds.
This seems a tad bit complicated. I think I'd rather have a consistent radius of around 8 blocks while crouching simply eliminates this sound entirely. I feel like having different blocks effect mob hearing differently seems a little bit too specific, not to mention the fact that in some cases it doesn't make sense. (I believe leaves also make this sound, but leaves would be incredibly loud to walk on.)
You can't open a door, trapdoor, chest or barrel while crouched though.
Makes sense.
This also makes sense, though again it might be interesting if certain mobs were "mute".
I guess if we're only talking about mobs and only if they have no armor, but I do feel like sneaking up on players and being able to kill them without giving them any recourse is incredibly cheaty.
If anything from this post should be implemented, it should be this. I like the idea of distracting mobs. (Perhaps as an addition to this, flint can be thrown to make a sound with similar effect.)
I feel like Zombies should be included in this list since I like to think they "smell around" to find you.
I like the ideas presented here. Some of the specific numbers and exceptions like the grass-sounding blocks making it harder for mobs to hear seem a bit overcomplicated, but overall I do like the idea of mobs having to see, smell or hear you. I think there are some ideas that could complement this such as if certain areas spawned certain mobs with better or worse senses as opposed to Zombies, Creepers and Skeletons spawning in all dark places, but I wouldn't mind seeing these ideas make their way into Minecraft.
Mostly Support.
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It took me at least two reads to understand what you wanted, but I assume that you want the arrow to curve horizontally based on how the player turns his head before firing.
Besides how impossible it seems this would be to pull off any tricks with this thing, I don't like the idea of an enchantment changing the bow's range or anything else having to do with aiming since enchantments tend to be random and changing up aiming physics on a random basis will mess people up when trying to shoot long-range targets. I also think I'd find this specific enchantment to be annoying if I'm trying to shoot a moving target and I need to turn my head to aim.
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I was thinking of continuing this reply chain but this extended discussion over opinions on updates isn't productive and it's not on topic. Let's get back to the OT.
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Right away I know the initial posts are going to be people looking at the title and replying with "villagers are peaceful lol no support", without actually reading the post. Yes, the criticism that villagers are meant to be peaceful is valid, both because Iron Golems already exist, and because Villagers are meant to be interpreted as purely peaceful mobs as has been stated by Mojang multiple times. Now that I've gotten that out of the way, perhaps we can move on to actually reviewing the content of the post.
Well for one, I agree that iron golems are ineffective but I think the solution is to make iron golems more powerful or to have some kind of secondary ranged golem. I also think that having lots of villagers with weapons would allow villagers to overwhelm their invaders, which I don't think is how the current setup is supposed to work. I think players are supposed to assist villagers during raids since they tend to be in villages any time that one happens.
As much as I'd love to build a big multi-city empire and wage war against Pillagers in the reason, I think this extends beyond the scope of Minecraft. I also think this doesn't make a lot of sense because building an empire requires that you have authority over civilians, whereas this would be more like having control over a militia.
Also, seeing as you DMed me a link to this post, I think it's only relevant that I link my own post that proposes another interesting solution to this problem, though in the form of a mod suggestion: the Posse mod. (Granted, it's more oriented towards getting together a "family" or "gang" as opposed to a larger army, but to be fair Minecraft tends to lag with large numbers of entities.)
I don't like the idea of alternate currencies, and I don't like the idea of taking armor and weapon trades away from blacksmith and armorer villagers. The flags sound interesting, though I'm not sure they'd really be different from banners. (Maybe they could trade banner patterns that represent certain shapes?)
In all fairness, I think Villager breeding is far too complicated and it never seems to happen in any situation outside of a player-built breeder, though I think this is a bit too simplistic.
I guess I don't really have a problem with this since it essentially just means that death by Pillager is just as dangerous as death by Lava or death by Void.
I can't support a Warrior villager suggestion for the main reason I listed above (that villagers are pacifist mobs) but I think even putting that aside, I don't know that this is a great way to implement Warrior villagers. You also didn't really mention how powerful these warrior villagers would be against mobs and other players, which would be very important if I'm trying to determine how balanced the suggestion is.
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I understand that you're new to the forum and you probably think that Mojang is reading this forum for ideas, but have you never read somebody else's suggestion before? The replies are all about criticizing and judging the idea.
To be honest I don't understand this since I play like an idiot and I tend to die a lot. But we'll go with the premise that survival Minecraft isn't difficult enough.
I'm not sure this would make the game more difficult, it would just mean the players have to fight more mobs than they usually need to. Even during the day, the player still has to defend his house from creepers and baby zombies.
I think this wrongly assumes that I, the player, want to turn my base into a village. There are many cases in which I would like to build a base that does not resemble a village at all, however. I may choose to build a giant underground bunker with a piston blast door, or I may choose to build a glass dome in the sky accessible via minecart elevators and elytra. There are plenty of occasions where my base is not going to consist of lots of doors so that it would qualify as a village.
The fence idea sounds interesting if perhaps you meant to say enclosing an area with a fence would prevent these hostile mobs from spawning, but this requires that the game check the surrounding area for a large fence enclosure whenever it needs to spawn one of these mobs. And again, there are times when I don't really want to put a giant fence around my base.
I think a better way to handle this would be that chunks the player spends long periods of time in will become "domestic" chunks. (And for the sake of keeping Villages safe, when a new Village is generated it will make nearby chunks "domestic") In these "domestic" chunks, hostile mobs whether they be daytime or nighttime mobs will spawn about half as frequently unless the light level is zero. That way you may be able to domesticate the surface, but underground caves will still be dangerous.
I don't necessarily know that anybody supports this. I think someone in the past suggested something similar and got a lot of flak for it, but I'm not entirely sure. However, the fact that someone else's suggestion is worse does not necessarily mean this suggestion is good.
I like some of the ideas in this post, though in its current state I wouldn't support its implementation.
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I despise this idea put out by Mojang that vertical slabs would "inhibit natural creativity", while at the same time they add blocks in all 16 colors of dye... four times. (Both Hardened Clay and Concrete were added because the previous 16-color block wasn't satisfactory)
Now, I won't pretend to not understand the argument that restricting what the player can do with his materials encourages creativity, and I agree with that. Building in Minecraft is more fun than 3D modeling in actual 3D modeling software, and part of that has to do with the fact that the player is placing down blocks in a first-person view, and that he needs to get creative when certain blocks can only exist in certain conditions, or when certain types of blocks are not available. (This is especially true of furniture)
That being said, it's not like Mojang is drawing a clear line in the sand between what stuff they will add and what stuff they won't add, and why they draw the line there. For example, Mojang claims that they don't want to add furniture, but we already have multiple pieces of furniture within the game, including non-functional items like flower pots and paintings. You could say that some of these are necessary such as bookshelves which no amount of "natural creativity" can really replace given all of Minecraft's other blocks, but I would argue that there are plenty of chairs, stools, tables, beds, etc. which also cannot be satisfactorily represented by the blocks provided in the game. Unfortunately, Mojang has drawn an arbitrary line where chairs, tables, stools, etc. cannot be added, but flower pots, paintings, bookshelves, etc. can be.
I would argue the same is true of vertical slabs. We already have horizontal slabs and stairs, it would logically follow that vertical slabs would be in the game. In addition, unlike chairs, stools, and tables, vertical slabs would be useful in tons of situations as opposed to the one or two that new furniture items would be useful for. Want to make rounder circles? Thinner walls? More detailed fake furniture? Want to add some extra detail to your wall? Perhaps you want to take your current house and build a sideways version?
There are plenty of reasons to add vertical slabs, far more than furniture or more 16-color blocks. (Though concrete slabs and stairs would be nice)
Support.
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What exactly is the balance problem here? That you'll earn less experience from smelting the same amount of sand, just in a faster period of time?
The Minecraft Wiki seems to say nothing about blast furnaces having XP loss, but a quick Google search shows other users saying that the blast furnace gives only half of the XP while cooking twice as fast. This seems balanced enough, you're getting the same amount of XP/unit of time, vs XP/unit smelted. (Personally though I don't see why it'd be so bad if it still rewarded the same amount of XP, unless this is what you want?)