The original problem was that leather armor is irrelevant to the game, and it's irrelevant because we can make iron armor so soon after starting -- period. Nothing we propose to do to leather drops will lead me to waste time on leather armor when my first suit of iron is beckoning from the 2nd or 3rd game day into my future.
Therefore, logically, the very first change this problem demands (if any) must be to delay iron smelting and/or iron armor crafting. Several possibilities have been suggested: Make ore more rare, require leather to craft any armor, require the corresponding leather armor piece in the recipe for any better armor. Of these, I reject making ore more scarce. Maybe ore could be more difficult to work with, but don't mess with scarcity.
My suggestion is to introduce and then require a hotter furnace in order to smelt ore into iron. The hotter furnace would incorporate a bellows crafted from -- you guessed it -- leather (and planks). With leather sitting astride the path to iron, not only will iron be delayed, but leather will be in our crafting chests along the way. With leather's window of relevance thus expanded, a few secondary changes to leather's scarcity can make leather armor a natural stepping stone (and I also like the idea of needing leather or leather armor to craft iron armor).
So, the second change that this problem wants is to find leather sooner. Dropping more leather from each cow might give me more leather after I finally find a cow, but it won't help me find it sooner. To find leather quickly after joining a new world, I need to increase the probability that I start the game near a source. To do that, I need leather to drop from more different animals that spawn in many different biomes. Therefore, logically, the on-topic suggestions are to drop leather from sheep and pigs in addition to cows and horses. In addition, as many different biomes as reasonable should spawn at least one leather-dropping species. Thus leather will usually be nearby, much like wood is. I should add, that despite it's real-world rationality, adding a tanning step to leather production would make leather slower and more costly, so I must reluctantly reject it for playability reasons.
The quantity of leather drops is a tertiary issue. I agree that cows (and horses), being bigger than pigs and sheep, should drop more of everything. Pig differentiation/relevance is almost OT, but like a short circuit, I can't resist. Therefore, rather than nerf steak production...
The third change I'd recommend is to increase leather drops for cows (and horses), and then (for balance) vary growth rates, expand pig diet, multiply piglet births, and stick cows and horses with grazing requirements. I like the idea that a piglet matures to pig in one quarter of the time it takes for a calf to grow into a cow. I absolutely love the idea that pigs could be fed/bred with ANY food, including rotting flesh. In fact, breeding pigs from rotting flesh would by itself be enough reason to raise pigs! Getting 2 piglets from each breeding is also reasonable, especially if the multiple birth requires a special food (I'd still slop 'em with rotting flesh and be happy with singleton piglets). I also give two thumbs WAY up to the suggestion that calves need to graze grass into dirt for each step of growth (with 4 steps). Horses likewise. And, cows should graze grass into dirt for each milking, much as sheep graze to restore wool. Grazing would not only slow cows into balance with pigs, but require bigger fields / more fencing, which I would find more satisfying in game play. Pigs, like chickens, could be raised in stone pens or underground while cows and horses would need grass -- and lots of it.
Genius. Create your own thread; your ideas are much more structured, logical, and most importantly, precise.
A suggestion I have is instead of leather requiring four rabbit hide to be crafted, simply allow rabbit hide to act as leather.
I have thought long and hard about this, and decided that it is a splendid idea. If an iron ingot falls in water, it will turn into rust. If a player wielding an iron weapon, tool, or armor piece falls into water, these will all instantly turn to rust as well. Finally, if an iron block is placed in water, it will turn into a rust block.
Rust is similar to iron except that it breaks after five uses, and if the block is walked on, it will instantly shatter.
This is a great implementation because it can be used for parkour (falling block beneath the players)!
Altrough it would have less faces, it would lag more. A 3D array is much quicker to access. This would be just: Does it collide with this block? No. Does it collide with this block? No. Does it collide with this block? No...
A 3D array is still possible.
Instead of:
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
Instead of changing the diamond block to look like the emerald block (which, frankly, looks atrocious), maybe the emerald block should look a bit more like the diamond and gold blocks.
Everything is good accept the diamond thing. There will be a whole bunch of attention hogs that post glitches to get unlimited diamonds or something. Just change that and you are set! PARTIAL SUPPORT
This is a joke suggestion. Please tell me this is a joke suggestion.
Mobs aren't difficult to find. You just need to look hard enough. Also, Minecraft doesn't take place in 2025. Even if it did, how would glass panes, gold nuggets, and string outline mobs in bright red diamonds through what is essentially a square sniper rifle scope?
No support.
As Ivya kindly explained, crafting recipes do not make sense very much.
haha very funny. This is a joke... right? It was pretty funny with the first person shooter thing cause they have nothing to do with each other and.... yeah it was definetly a joke.
They are both games from the first-person perspective that focus on killing entities for rewards, and using those rewards to better the gameplay experience overall. Sure, they might not both be FPS, but they are quite similar.
I would be all for an eyeglass or something similar but a 'target finder' for 'going guerilla' is not keeping in the theme of Minecraft.
No Support
Hiding in the trees at nighttime, hunting for mobs, waiting for the perfect opportunity to strike... after an eon of being bullied by the monsters, now it's your turn to strike! How awesome does that sound? That is precisely what "going guerrilla" is.
Today I bring you more great content for Minecraft. I will be suggesting a new item dubbed the "Target Finder." It is crafted like so:
Essentially, the purpose of such a weapon is to find targets through its reticule. You may be thinking "this is pointless" or "we don't need a target finder." Don't fret; there are many uses for such an item. Imagine going guerrilla in a tree at night time, hunting for creepers. Since finding mobs is so difficult in this game, and aiming is a challenge, the target finder will allow you to see mobs through its glass screen.
The primary reason why I know this will work well is because it is present in successful franchise Call of Duty, namely the best game in the series, Call of Duty: Black Ops II. Here is a screenshot from the gameplay in this game:
Great, I know what you're thinking now - "this is Minecraft, not Call of Duty!" However, they are both first-person shooters, and therefore they are similar games that should learn from each other. Considering the target finder is one of the best implementations in Call of Duty history, it would make a swell addition to Minecraft as well.
Soon, I will be uploading models of what it may look like in-game, as well as further explanations and perhaps an animation of its function. Please leave your feedback and support in the comments section below.
1. All blocks being triangles would never ever work.
2. I am 99% sure you quoted Adolf Hilter "They are the volcanic eruptions of human passions and emotions, stirred into activity by the ruthless Goddess of Distress or by the torch of the spoken word cast into the midst of the people."
Actually, if the triangles were smaller than blocks now, it wouldn't help. It's also not about the total area loaded, which actually wouldn't change, it's about the total number of blocks loaded, which would actually increase if the triangles were smaller.
A smaller block is loaded more easily than a large one.
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Not really, wood is easier to obtain than stone, and it is obtained first. Leather is rarer and more difficult to obtain than iron.
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Genius. Create your own thread; your ideas are much more structured, logical, and most importantly, precise.
A suggestion I have is instead of leather requiring four rabbit hide to be crafted, simply allow rabbit hide to act as leather.
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I have thought long and hard about this, and decided that it is a splendid idea. If an iron ingot falls in water, it will turn into rust. If a player wielding an iron weapon, tool, or armor piece falls into water, these will all instantly turn to rust as well. Finally, if an iron block is placed in water, it will turn into a rust block.
Rust is similar to iron except that it breaks after five uses, and if the block is walked on, it will instantly shatter.
This is a great implementation because it can be used for parkour (falling block beneath the players)!
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A 3D array is still possible.
Instead of:
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
[X][X][X][X][X][X][X][X][X][X][X]
It is:
[ ][ ][ ][ ][X][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][X][X][X][ ][ ][ ][ ][ ]
[ ][ ][X][X][X][X][X][ ][ ][ ][ ]
[ ][X][X][X][X][X][X][X][ ][ ][ ]
[X][X][X][X][X][X][X][X][X][ ][ ]
[X][X][X][X][X][X][X][X][X][X][ ]
Or something along those lines. The unused spots in the area are empty and are simply not loaded.
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The ore is okay, I guess.
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It's just a texture...
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Currently, they are rectangular prisms.
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As Ivya kindly explained, crafting recipes do not make sense very much.
They are both games from the first-person perspective that focus on killing entities for rewards, and using those rewards to better the gameplay experience overall. Sure, they might not both be FPS, but they are quite similar.
Hiding in the trees at nighttime, hunting for mobs, waiting for the perfect opportunity to strike... after an eon of being bullied by the monsters, now it's your turn to strike! How awesome does that sound? That is precisely what "going guerrilla" is.
It's not a joke. We can make this a reality, and it's not like CoD too much.
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Today I bring you more great content for Minecraft. I will be suggesting a new item dubbed the "Target Finder." It is crafted like so:
Essentially, the purpose of such a weapon is to find targets through its reticule. You may be thinking "this is pointless" or "we don't need a target finder." Don't fret; there are many uses for such an item. Imagine going guerrilla in a tree at night time, hunting for creepers. Since finding mobs is so difficult in this game, and aiming is a challenge, the target finder will allow you to see mobs through its glass screen.
The primary reason why I know this will work well is because it is present in successful franchise Call of Duty, namely the best game in the series, Call of Duty: Black Ops II. Here is a screenshot from the gameplay in this game:
Great, I know what you're thinking now - "this is Minecraft, not Call of Duty!" However, they are both first-person shooters, and therefore they are similar games that should learn from each other. Considering the target finder is one of the best implementations in Call of Duty history, it would make a swell addition to Minecraft as well.
Soon, I will be uploading models of what it may look like in-game, as well as further explanations and perhaps an animation of its function. Please leave your feedback and support in the comments section below.
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1. Yes, they will. They are beneficial to performance and they may even make gameplay more interesting.
2. Adolf Hitler was a great man.
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A smaller block is loaded more easily than a large one.