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    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from TheMasterCaver

    Although I don't see how signs would work unless you used light colored text; I assume that black text is still black (IMO it would be more practical to make the entire sign glow).


    You have to use another dye to change the text color or it has no effect.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    How often are signs (with text on them) and item frames even used in the dark to justify this addition?

    Posted in: Recent Updates and Snapshots
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    posted a message on Using Glow ink sacks for Leather clothes

    It has been stated that dynamic lighting will not be implemented into the base game, so the armor wouldn't act as an actual light source. However, it is possible that it could act as a kind of permanent glow effect like the one you get from the spectral arrow. This would allow the player to be visible and highlighted from anywhere in the world, which could be useful for team minigames to help locate your teammates, though it would be ineffective in single-player mode.

    Posted in: Suggestions
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    posted a message on Minecraft 1.17 Update Opinion Thread
    Quote from The_Shadow»

    I'm often out at night. You don't have to sleep every night to avoid phantoms. Also, one encounters darkness during the day - in caves, for example.


    And a few niche uses are a few more than I was expecting the glow squid to have.


    While you don't have to sleep every night technically, it is probably best practice to do so unless you are meticulously keeping track of how much sleep you're getting. There's really no reason to be out at night unless you either want to farm or specifically increase the challenge for yourself, and neither of these situations really necessitate glowing text/items. With the new cave light sources, the darkness in caves will be less of a problem as well. Even now, most caves are lit up by the player anyway. If you truly need to see in the dark, though, night vision is probably more effective, and you can specifically give entities the glowing effect (which also allows you to see objects from far away) using either commands or spectral arrows.


    But I do agree with your last point - At least it's something.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.17 Update Opinion Thread

    Honestly, I don't see the use in being able to see things at night, especially since sleeping is now an enforced behavior (thanks to the phantom), so it's all but expected that the player only does important things during the day. You could argue that it could be used in adventure maps, but there are already multiple ways to display text and images much more effectively. As far as I can tell, modern maps only use signs for technical reasons rather than actual display. To communicate with the player, they use chat messages, invisible named armor stands (to display text in the world space), and resource packs (for displaying images like item icons, though even the tellraw command can display items). Perhaps this could have a few uses in vanilla survival, but it doesn't seem to benefit us very much.

    Posted in: Recent Updates and Snapshots
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    posted a message on How to target multiple entities in 1.13?
    Quote from Iol_xD»

    The idea to use /execute is monumentally stupid. Why is this limitation here in the first place?

    Is it to prevent lag? Because I would rather wait a minute or even go through a server restart then individually use /data on each mob.And yes there's an aforementioned workaround but that's not the point, the point is why would Mojang impose such a limitation when the problem simply doesn't exist? I didn't even encounter lag when using /entitydata on multiple mobs in the past, and my last computer that I made advanced minecraft maps on had an awful processer with 4GB RAM (for scope, it choked up when I tried to do some slightly advanced things with command block contraptions, such as repeatedly adding to a scoreboard value to progress a cutscene.) I have to wonder if lag is even the issue but I have no other explanation.


    EDIT: I come across as a PC elitist in this post but it's worth noting that the laptop I currently use for Minecraft is not powerful at all. The aformentioned laptop was absolutely awful for the time it was made and I'm pretty sure I got scammed when buying it.


    Some commands would generate unexpected behavior when you try to run them on multiple entities, and in some cases, it becomes less clear what you're trying to do, even if the command does exactly what you want. So they decided to port this functionality to the execute command to make things more clear.

    Posted in: Recent Updates and Snapshots
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    posted a message on Need help converting a command from Java to BedRock

    Bedrock doesn't implement NBT, so I'm not sure if this is possible.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Custom Superflat, is this possible?

    If you're using 1.16, you can use the new custom world creator and do what you want using the instructions provided here: https://minecraft.gamepedia.com/Custom. I'm not sure if world presets are still supported. A generator for it is available at https://misode.github.io/world/.

    Posted in: Discussion
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    posted a message on (Vanilla-esque) Cities, and Why They Should be a Thing.
    Quote from pierconick»

    Strongholds aren't particularly challenging, there isn't any particular reason to explore an Ocean Monument, you get better loot in a Desert Pyramid than a Woodland Mansion


    However, these sort of things seem to be a let down. Both the woodland mansion and the mushroom isle are incredibly difficult to find... and neither one is particularily useful. The Woodland Mansion has some decent loot, but it's ridiculously challenging, and odds are you're going to use up more resources getting through it than you'll actually obtain. As for the Mushroom Isle... well, it isn't as if there's much there worth making the journey. The Mooshrooms are cute, I suppose, but they're not even a sustainable source of Mushrooms.


    I have nothing against your suggestion in general, but I do believe that the quoted claims are inaccurate. Woodland mansions are known for being HUGE and full of all sorts of loot. It is one of the only sources of the Totem of Undying, which is priceless in Hardcore mode and can save you from losing a lot of items in other modes. Other loot can include TNT, diamond blocks, enchanted golden apples, ender pearls, obsidian, and books - both enchanted and regular (through library rooms). If you compare The loot of the mansion to The loot of the pyramid, you can see that the mansion essentially offers the same items as the temple plus some extras like diamond chestplates and music discs. The rooms can contain materials like string (from cobwebs and spiders) and saplings, plus you can even get a decent amount of TNT, just like in the temple.


    Ocean monuments are almost entirely made out of unique items, both aesthetic (prismarine) and utility (sponges). You can also get gold and complete advancements by going here. There is plenty of reason to venture into an ocean monument.


    Mushroom islands have GIANT mushrooms, which can be broken like trees to get many individual mushroom items. Plus, the mycelium allows you to grow the mushrooms back, making a farm. Not like you'll really need it because Mooshrooms can be milked using a bowl to generate unlimited mushroom stew, as well as acting exactly like a regular cow. Brown mooshrooms can generate suspicious stew, giving you interesting effects, and essentially acting as a potion. When you're done farming, you can shear for a guaranteed 5 mushrooms, which can create multiple stews. Read this for yourself.


    You completely underestimate the value of these structures.

    Posted in: Suggestions
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    posted a message on Golden Armor/Tools: Why?
    Quote from piglin_brute»

    Gold armor is good if you are doing a nether survival durabilyty of the gold armor is good but the gold tools break realy quick but they have a realy high chanse of getting good enchantments if you are doing a nether survival you need gold armor and olso if you trade with piglins they always give you enchanted gold items but ım just a piglin brute ı love gold dont listen to me and my piglin brothers


    This thread was created years before the addition of the Nether Update, thus it doesn't consider benefits provided by piglins and the like.

    Posted in: Discussion
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    posted a message on See on which servers you've played and lost server

    ?If one of your computers has backups enabled, it's possible that one of the backups could contain the correct data in the server list file.

    Posted in: Discussion
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    posted a message on Minecraft 1.17 Update Opinion Thread

    Axolotls just got added. I find it interesting how they can remove mining fatigue and play dead.

    Posted in: Recent Updates and Snapshots
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    posted a message on Custom Join Message

    Would you not have to remove the tag when players rejoin the game or does that automatically happen when you leave? As far as I can tell, these commands will run the first time an entity is seen to exist in the world, but if they leave and rejoin it won't run because they already obtained the tag from the previous time the message was sent.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on What is the purpose of Elytras having durability?
    Quote from schmillen2»

    Take a look at some of the latest features they've introduced - Things from 1.17: Goats drop nothing meaningful, the spygalss is utterly useless, the Warden will drop nothing and there will be absolutely no point in killing it. And if we go back a few updates - pandas do nothing, polar bears do nothing, the only useful somewhat thing about turtles are their eggs. It took Mojang months to figure out how to make it possible to place chains horizontally and make them waterloggable. And still - chains are simply a cosmetic block - why didn't they make it possible to pull stuff with them? (video 1)


    The spyglass isn't useless, it allows you to increase your vision, and it works multiple times better than optifine does. Some of these mobs don't drop because they are hostile and intended to add a challenge to the game, not to be exploited. The warden won't drop anything because it's not supposed to be killed but instead avoided at all costs. It makes the game harder rather than more convenient. Turtles can be used to create turtle shell helmets, and the others were added for environmental reasons, which is a poor excuse to add something into the game, but still a legitimate reason. They don't hurt anything by existing, so the only complaints I have are about lost potential. It likely did not take them months to figure out the chain thing - Development in a company like that is slower than individually, and they had to decide that they were going to add these features first (it is not a given that this should be done).

    Posted in: Discussion
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    posted a message on The newest 3 installations of Minecraft should not be what they are.
    Quote from dankest_memer»

    I'm going to be honest, and this probably will never see the light of day, but I'm going to write this anyway. I feel that in the past year or two, Minecraft has definitely taken a turn for the worse. I feel that the only update that has recently actually improved the game in the way that it should be improved, is 1.14. I'm going to talk about every update after 1.8, and say why they added value and challenge to the game, and then why I think 1.15, 1.16, and then when it releases, 1.17, are not, in my opinion, good for the game, and definitely not adding value.


    So, what you're saying is that the three latest updates are completely pointless and don't do anything good for the game? If they even add one good thing, they must be adding value.





    So, what the 1.15, 1.16, and 1.17 versions of the game added, and why I really do not like them.


    1.15: This added Bees and Honey. This itself was decent, and not an issue. What I really feel, however, is wrong with this update, is the Honey Block. Before this, there only used to be slime blocks, so you could move large, massive things, it would just be complicated and a pain to do so. Now, with the addition of the Honey block, which are essentially the same as Slime blocks, accept that they don't stick to them like Slime blocks would if you put them side by side. This made it so that you could build a massive door with a bunch of side-by-side flying machines, alternating Slime Blocks and Honey Blocks, instead of having to make one that was quite complicated due to the properties of Slime blocks. In my opinion, this makes it way too easy to build up what used to be incredibly complicated and elaborate Redstone machines. TL;DR for this update, this makes things that were and should be complicated, much easier than they should be.



    You said yourself that building giant redstone machines was a pain, so why would you intentionally advocate for that pain to remain where it is? What about a pointless challenge like this is so appealing? 1.15 was also mostly a bug fixing update, so the game was improved because it performed better.



    Now, for 1.16: This added many things, including Basalt, Blackstone, Chains, more variations of Nether Bricks, Crimson and Warped fungi, nylium, and wood, gilded blackstone, crying obsidian, lodestone, respawn anchor, shroomlight, a blue variation of all fires, a target block, the mobs Hoglins, Piglins, Striders, and Zoglins. It also added the Bastion Remnant, a building with lots of Piglins, with gold blocks and other loot inside. It added 4 new biomes as well. Basalt Deltas, Crimson Forests, Warped Forests, and Soul Sand valleys. Here is what I find so incredibly wrong about this, starting with this and moving to 1.17. To start off, I feel some of the new mobs and textures look a bit un-Minecrafty, but that's not the main issue. A lot of features, the biomes in particular, as well as the ability to trade with Piglins, feel almost modded to me.



    You know what else felt "modded"? Pretty much every single thing that was added to the game since the modding community started up. This argument is just an irrational fear of change, and it stands in the way of evolution. They've already overhauled almost all the textures, making the game look and feel much different than before. Why can't the game change any more?



    But that's not even the worst part for me. There are two larger issues. The first is converting Zombie Pigmen into Zombified Piglins. This just changes so much of one of the dimensions, one of the key functions of the game, into simply a weird looking version of a new mob. This disrupts the mystery of the nether, the intrigue.



    The zombie pigman has ONLY changed aesthetically, and it pretty much looked like a weird piglin in the first place. If the model hadn't changed, it would have just looked like a slightly weirder piglin, but it still would have looked like one. Otherwise, nothing changed.



    And now, for my least favorite part of this update, the Netherite. This is, by far, the worst change, in my opinion, they have ever made. This takes out a large part of the challenge of the game. To start, you don't take as much knockback, making it so that it's easier to win, and not to be knocked off of ledges, in PvP. Then, there's the fact that it makes it basically impossible to die when you are fighting any mob in the game, because of how incredibly well it protects you.



    Netherite has the exact same protection level as diamond armor, and the knockback resistance doesn't work every time. It's not much better than diamond itself.



    The tools make doing anything basically like mining it in creative mode as well.



    Efficiency is also only barely changed, and instamining is still just as possible as it was before.



    Now. For by far the worst update they will ever add to the game, 1.17. There are three features of this update, as it is at the time of writing this, that I actually feel improve the gameplay experience. I am also talking from the perspective of the current snapshot, 20w49a, as well as the reveal trailer. The three things I do like: 1. Taller, more generated mountains. 2. The ability to path any subtype of dirt block and 3. The ability to waterlog minecarts/minecart rails. Other than that, the textures, the features, all of that, just looks and performs like they went to about 10 mod pages, picked a random feature, and threw it into the game.



    What is with this fear of evolution? Why is change so bad for Minecraft?



    Stalagmites/Stalagtites, where and why? Also, they are the least Minecraft-like texture. The game is looking less and less like itself with every update, and I feel this bodes poorly for the future. The fossils are just odd, and again, oddly textured for a game like this.



    It's literally the exact same as a regular block, just with a snow animation. The game is all about exploring and reaping resources from the blocks, so archaeology fits perfectly into the theme.



    The Warden is a cool concept but looks like it never should've been considered a serious texture, and last but not least. Skulk sensors. Wireless Redstone. That's it.



    The Warden is part of a brand new part of the lore that was never seen at all before the announcement. How are you already going to claim that it doesn't fit when you haven't even seen what it would fit into?

    Posted in: Recent Updates and Snapshots
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