I'm sure too many of us have joked about wanting sharks so we could have a shark tank to drop nitwits and other villagers with bad trades into them.
OK was that just me? Sorry guys
I know where you got this idea from(my mod) but the chance of diamond armor is much lower than what you give:
That is still 7.5 times more likely than in vanilla, but still so rare that you have to kill thousands of mobs in order to have a chance of seeing it (333 for an armor chance of 100%).
Also, what you propose for local difficulty would actually do the opposite - very few players are willing to spend even 50 hours in the same spot just so regional difficulty can reach a maximum (actually, it takes a lot less on Hard because it is capped to the maximum on Normal) - my mod does change it to 100 hours but that is on a global scale - regional difficulty does not even exist.
IMO, what they really need to do is bring back armored mobs on Easy and make regional difficulty-dependent effects start from 0; 1.8 changed the regional difficulty scaling so that none of the effects ever occur on Easy, and on Normal you must wait for it to reach 2 - whereas in 1.7.10 and earlier versions the effects started occurring right away (that is, in 1.8+ the intermediate value, as displayed in F3, is scaled from 2-4 to 0-1 so it must reach 2 to have any effects and is capped at 4. In older version the calculation could also give a value as high as 1.5 on Hard, effectively limited to 1.25 due to the calculations, which gave a chance of armor of up to 18.75%).
Or even make regional difficulty optional; prior to 1.5 the game behaved as if it was always at the maximum, and for somebody with my playstyle it is never able to get that high because I'm always moving around to explore new areas; for example, here is the inhabited time for a chunk in the middle of the largest cave that I explored in TMCWv4:
That's not even a third of the maximum (3600000 ticks = 50 hours)!
For comparison, here is the total time I spent in the world ("Time"):
This is 5.39 times the amount required for maximum global difficulty using my mod's scaling (100 hours, independent of sleeping or using commands, which also do not directly affect regional difficulty aside from the moon phase); even on Hard it still takes 75 hours (both are the point where moon phase no longer contributes as it is always capped; it takes 75 or 50 hours to start to cap out during a full moon). Even that may be a bit high for the average player though, as 100 hours is over 4 days of playtime and up to 600 in-game days (always sleeping to skip the night, 300 if you never sleep), but still much better than the current implementation.
In and of itself, not a bad suggestion, albeit a persistent one for years.
I was sort of thinking of making yet another colored brick etc. mod until they started playing with dyed clay/terracotta/whatever and realized there really wasn't a need for it now; who knows, maybe in future updates?
I personally support adding in larger cats for this purpose, though I'm undecided if I want bobcats, mountain lions, and panthers to be tameable creatures
Not stupid, though it would change the role of cats/ocelots in the game
I like this idea a lot, though like you observed Mojang isn't looking to add any more dimensions to vanilla... well, this sounds like a really cool idea for a mod at least then (granted wrong section).
I actually had an idea for a custom mod that would work well in your dimension, though they may be redundant given you have infected zombies already (love them by the way)
Either as a mod or vanilla addition support
If you look at a block and press R (this key can be rebound), that block should rotate in one direction if it can be rotated (stairs, pistons, observers, furnaces, chests, hoppers, dispensers, repeaters, the list goes on and on). Pressing Shift+R will rotate in the opposite direction. You can also rotate command blocks using this key, however, you must be an OP in creative mode to do so. The block can cycle through all possible rotations.
This will be super helpful in both creative mode as well as survival for reasons that should be obvious.
This also won't work if you are in adventure mode. You also can't rotate iron doors/trapdoors.
I cannot possibly imagine how this could ever be overpowered, but if you really think it is (and you must explain why), then it could be limited so that only creative mode players can use this feature or make a gamerule that determines whether survival mode players can use this.
PS: If you don't like the "press R" idea, feel free to suggest your own below. The important thing is the general idea of rotating blocks.
YES!!!! I love this feature so much in other games with voxel building
I wish I had something more intelligent to say other than "cool idea, I like it" but yeah... cool idea, I like it.
It sounds like you wish to take advantage of how the game recognizes exterior doors/valid villages (for breeding purposes)- I could see people using this mod to breed specific villagers, maybe
Now that I have some time to myself, I was able to make some consepts Art for a possible State Trooper design: https://mobile.twitter.com/A_man3712/status/801647643399102464/photo/1
-Attack Damage (Varies with weapon): 32-50
-Can wield swords, spears, shields, halberds, crossbows, or rifles.
-Strong in numbers
-Have moderate leadership
Heh I like it (totally keep forgetting about how baggy their tunics' shoulders are too)
I think the first round I do will have the standard Steve head (ok, with messed up hair in 3d) but the next few will have more diversity- let me know if I should go cute and cartoony or gritty and angry (what can I say, I've been studying State Troops sets lol). You'll get an unarmored and armored tunic variations
Thanks for reminding me to like your guide (I had just started going through it, along with a few other ones)
Will definitely work on my own stuff if/when I finally make time, and hope to do some work for you guys eventually.
Would love to decide on a faction so I could start framing some specific ideas
Heh it's been a while since I textured, but if I can get a few together I'll share. May have to create some new ones as I've lost all my old work (protip: back up to other hard drives if you aren't copying things to Github).
I really like your idea of a modpack of several independent yet compatible mods (really does fit the way Warhammer does sort of make you choose a faction to follow etc.)... maybe retain the biome spawning idea for each mod? LOL not sure why I'm so intent on this idea but there it is