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    posted a message on 1.17 New Lighting Source: Glowworm Nest
    Quote from links1fan»

    Yep, new light sources are not necessary. Besides, I'm gonna be THAT GUY and use a lead on the glowsquid! Voila, portable light source! XD


    Maybe not, but according to the devs, they're coming regardless, so this is a suggestion for one of those light sources :P Also, I don't think the Glowsquid is gonna emit light. That'd require dynamic lighting, which isn't likely going to come to the game anytime soon. I imagine they'll be lumiscent a la Enderman eyes, though

    Posted in: Suggestions
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    posted a message on A slightly logical use for Minecraft PARROTS

    I'm not wholly opposed, though to keep Feather Falling valuable, I think a better alternative would be to let Parrots "carry" a player for a very short distance before the player drops as normal. Basically think a temporary glide, but with no motion control. Jumping while moving forward, then holding the jump key while in the air, will cause your Parrots to flap. Realistically each Parrot shouldn't be able to carry the player for more than 5 blocks (if the player is sprinting when they jump), after which they'll tire and stop flapping. Two Parrots will carry the player for up to 10 blocks maximum. Parrots will now dismount if the player falls more than 8 blocks, and they will not mount a player wearing Elytra (to prevent weird interactions between Elytra and Parrots)


    This would make Parrots quite useful since they'd help players cover smaller obstacles like ravines, while not undercutting the value of Elytra as a superior transport option, or Feather Falling as a means to prevent damage. They'd sort of be like the Bundles to your Shulker Box, if you take my meaning--similar in purpose, but different in function and ultimately inferior to Shulker Boxes outside of a few niche scenarios.

    Posted in: Suggestions
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    posted a message on A couple of ideas for the Deep Dark

    I'm not a big fan of either of these ideas, but I do like the concept of using oxidized metal. Verdigris (the oxidization on copper) is used in dyes, fungicide, and medicine, so perhaps we could see some neat potions made from it as well as new recipes for some existing dyes

    Posted in: Suggestions
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    posted a message on Copper dust

    The devs have ruled out bluestone, but perhaps copper could be combined with Redstone (meaning it would connect to redstone circuits) to create different parts. For instance, perhaps Copper, Redstone, and maybe Wool or Leather could be combined to create Redstone Cord, which unlike raw Redstone is horizontally directional and thus will not transmit a Redstone signal except at its ends (similar to how a Repeater works now, but without the ability to delay, amplify, or lock signals). Essentially, they'd create a way to direct signals without secondary effects granted by a repeater, which would be very useful in Redstone contraptions

    Posted in: Suggestions
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    posted a message on armor and elytra
    Quote from tow4rzysz»

    Leather armor cannot remotely match Netherite, used on similar stage of the game as Elytra.





    Never claimed it did. Doesn't change that allowing armor on Elytra would be unbalanced.

    Quote from tow4rzysz»

    Additionally, leather chestplate tunic may lose its enchantments when combining with elytra if it's so much of a problem.
    Mind that Elytra can be enchanted itself, so the Unbreaking of Elytra would still carry over the tunic in terms of glow. And durability, but that is a secondary matter, especially considering how cheap it is to get replacement tunics if you already have a cow farm.




    So we're going to contrived mechanics--and it still doesn't override that Leather, as crummy as it is, still provides a 12% damage reduction. That's not negligible. Also mind that Elytra can't receive any defensive enchantments. It can receive Mending and Unbreaking, and curses. That's it. Bottom line, Elytra benefiting from armor would be unbalanced.

    Quote from tow4rzysz»

    Technically even iron armor with enchantments would be balanced in a way, since iron is still inferior to netherite, just more shifted in favor of the flyers and less in favor of infantry in comparison to current status. But we don't want so heavy buff to the flyers, no?




    ....no, it wouldn't be balanced "in a way." It'd be unbalanced, because the combined utility of armor and flight is very powerful. How many times does it need to be repeated? The developers did not put armor or allow chestplates to be worn with Elytra for a reason. There are no ifs or buts there. Go play a mod with armor on Elytra. It's pretty plainly unbalanced, even on Leather, because that extra 12% damage reduction does make a difference.

    Quote from tow4rzysz»

    And what do you specifically mean by "cosmetic option to make it look like you're wearing a chestplate"?



    I'm not really sure what you're asking here. It's fairly self-explanatory I think. Are you asking how this would work mechanically?

    Posted in: Suggestions
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    posted a message on armor and elytra
    Quote from Jancrash»

    This comment. Mojang has stated the Elytra trades protection for mobility.

    Each armor point adds 4% damage resistance, as do each level of Protection. So a Protection 4 leather tunic would already provide 20% damage resistance. By comparison, a full set of leather armor provides 28% resistance. An iron chestplate by itself provides 24% damage resistance.


    Precisely. I fully buy the idea that being naked chested with Elytra is pretty ugly, which is why I'd be in support of cosmetic options to make it look like you're wearing a chestplate even though you're not netting any of the actual benefits of a chestplate. As far as actual functioning chestplates combined with Elytra? Absolutely not. That's a hard no.

    Posted in: Suggestions
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    posted a message on Flutterflies: An adorable ambient mob for the flower forest! (with images!)
    Quote from tow4rzysz»



    It's impossible to implement.
    There is a choice, either the flutterfly makes the bee regrow/retain its stinger, or it does not and, in the effect, bees sting only once in their lifetime.




    No, it's not. This is a false dichotomy, and it displays a fundamental misunderstanding of what I'm talking about because I never even stated I support the idea of the flutterfly itself but rather an alternate idea using the proposed mechanics for inspiration. But, back to the false dichotomy--no, it's not by any means impossible to implement a mechanic that when Bees are within X radius of Y object/mob, they have a Z% chance to not lose their stinger when attacking.

    Quote from tow4rzysz»

    You may have in-betweens, but if it isn't lethal, I can abuse them as if they were passive, and if it is, the flutterflies are indirect threat to me and must die.

    And I can assure you that there is a level of this where the bees are both lethal in wild, and weak enough when I plan ahead to survive the stings and have a passive bee farm


    What are you talking about? Bees aren't particularly lethal now. Poison doesn't kill you. The risk of dying because of a bee is mostly associated with being stung and then another mob hitting you or you falling.


    Also, there's already a mechanic to placate bees: campfires. The difference is that it isn't a permanent mechanic (removing the campfire lets bees become hostile again), and it's one that imposes some inherent risk since you have to build so that you don't burn your bees to death. That said, opposing an idea that increases the potential danger of bees on the basis that you can circumvent it is... silly, I think. It's not meant to turn bees into killer death machines. It's meant to make them a little more intimidating under specific circumstances that players can utilize creatively, such as using said item to make bees a little more viable as a defensive option in base builds since they aren't guaranteed to instantly die, but ultimately aren't going to be able to endlessly sting again and again. In reality, it would change very little about how people interact with bees now and only really expand options for builds employing bees.


    I feel like you have not read my actual position here, or you've woefully misunderstood it. I'm not sure which, but what you're talking about is like... not really relevant to my response to this thread. You're pretty much talking straight past my point.

    Posted in: Suggestions
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    posted a message on armor and elytra
    Quote from tow4rzysz»

    It's still balanced you can't wear solid chestplate and have to deal with leather scraps.
    The question is what that cosmetic option is even meant to be.
    Leather armor on late-game tier where you get elytra is nearly cosmetic given its inferiority.


    No, it's not "nearly cosmetic" because you can still add enchantments to it and it doesn't require you to fully trade off the armor of a chestplate. With this, you could add Thorns III and Protection IV to Elytra, which combined with the flight and even middling armor rating would be pretty busted. This also restricts what future enchantments can be added to chestplates unless we want to impose contrived rules about what enchantments can and can't be applied to which chestplates and when, which unlike allowing for cosmetic attachment of chestplates to Elytra is misleading, unintuitive, and bad design.


    Tell me, would it be balanced to be able to wear an Elytra with an Iron Chestplate?

    Posted in: Suggestions
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    posted a message on Flutterflies: An adorable ambient mob for the flower forest! (with images!)
    Quote from tow4rzysz»



    Well, an easy way to make them permanently passive is to provoke them, let player get stung, drink one honey bottle to remove all poison and let your mob keep the handicapped bees alive



    ...what? I said I don't think they should be able to be made permanently passive. What's the point in this reply? At most, I'd be willing to support a mechanic that gives them a chance to retain a stinger, but that's a far leap from permanent passivity.

    Posted in: Suggestions
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    posted a message on armor and elytra
    Quote from tow4rzysz»

    Why to add such cosmetic ability?
    It would be misleading
    IMO the better option would be to make it possible to combine only with leather armor, which while easy to customize gives meager protection and enchantability.



    It being "misleading" is... not a very good reason IMO. That would essentially argue against adding any cosmetic option which resembles armor or any other functional equipment, which is of course a silly stance. Why add it? Because it looks better than walking around with a naked chest while the rest of your body is clad in armor.


    I don't think that Elytra should be able to provide armor rating or armor enchantments at all, period, even if it's "only Leather." Again, it's an important balancing factor that Elytra specifically does not provide these mechanics. You're trading them off for flight. That's intentional, and I see no good reason to change it. Visuals? Sure, we can change that. Bare chest Elytra are ugly.

    Posted in: Suggestions
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    posted a message on armor and elytra

    It's intentional that you can't wear armor and elytra at the same time for balance reasons. That said, I would like if you had the cosmetic ability to do this... as in, you could a Chestplate onto Elytra so that you have the appearance of wearing both, though in reality the armor is only cosmetic and doesn't change the functionality of Elytra at all.

    Posted in: Suggestions
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    posted a message on Locomotion for 1.18

    IDK 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

    Posted in: Suggestions
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    posted a message on Does Minecraft need more Loot/Artifacts? (Pros/Cons & Artifact Ideas)

    I think more "treasure loot" is certainly a good idea. I think more Totems and more Treasure Enchantments are largely the way to go about it. That said, I would avoid making Totems that are just "turbo-charged" potions and instead give them unique effects


    For instance, introduce the Totem of the Infested. If held when the player drops below half health, it is consumed to spawn several friendly Silverfish that will attack the target before disappearing after a brief period. Stuff like that would be pretty interesting

    Posted in: Suggestions
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    posted a message on Flutterflies: An adorable ambient mob for the flower forest! (with images!)

    Read the post again. I've said that they DON'T regrow stingers, so this is a way of making bees passive.


    EDIT: The quote isn't showing up for some reason, this is directed at Puffy Pony.


    I... never claimed you did say they regrow stingers. I said in my response proposal, they have a chance to retain their stingers.


    I don't really support any measure to make bees permanently passive--even Campfires don't actually do this since the bees will become hostile again if you remove the Campfire then harvest/break the beehive.

    Posted in: Suggestions
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    posted a message on Smelting Rotten Flesh to make Leather

    Eh. I'd rather see a different use determined for Rotten Flesh. Leather isn't really hard to obtain in mass quantities once you get some cows (or horses lol) going, and if the concern is that Leather sources are too uncommon... either make Leather Armor more valuable so that it's not a strictly "early game" set (i.e. wearing a full set grants a native Speed 1 effect), or make existing sources of Leather (cows, horses, rabbits) a little more accessible. As for Rotten Flesh, I don't think it's a completely useless item now. It's an easy way to farm Emeralds, and it's good junk food to feed your Wolves. For either case, it prevents you from needing to pull from a resource pool that you personally might actually want to utilize (i.e. Raw Beef or Porkchops for food, or whatever item to trade to Villagers)


    That said, as for additional uses... I like an idea I saw once of being able to "bait" Fishing Rods with items on your off-hand to improve your rewards for Fishing (think of it like using Spam on a hook, or chumming the water). Rotten Flesh would be pretty ideal for that, as would Tropical Fish (which are currently fairly useless, and such a functionality would help to differentiate their value from Cod and Salmon). Under this system, Rotten Flesh and Tropical Fish would grant you a small chance to apply a Looting effect to any catches you make, with Tropical Fish offering a slightly better chance than Rotten Flesh due to being a little rarer and less-easily-farmed (i.e. maybe 5% and 10%, or whatever numbers work out)

    Posted in: Suggestions
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