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    posted a message on The most useless things in Minecraft.

    Minecraft has so many useless features that nobody uses, and if they were removed, nobody would care. Here are some of those;

    Beetroots - why grow a crop that gives you one single food item that restores a petty half a hunger when you can grow carrots or potatoes, both of which drop multiple food items that restore several hunger bars?


    Furnace minecart - powered rails exist, rendering these completely useless. Even if you don't have powered rails yet, furnace minecarts are just too hard to use. They can only hold one coal at a time and choosing which direction it goes is annoying too. I don't see why they haven't buffed these yet.


    Llamas - I could not figure out what the point of these were. You can ride them but you can't even control them. Someone told me their purpose was to carry more items, like have a chest on them and store items in them while pulling them on a lead, but.... why do this when you can just use a donkey/mule? Or a shulker box once you're late game????


    Wandering trader - all of their trades are completely garbage. Except maybe the gunpowder trade, but he doesn't sell this consistently enough for it to be practical.


    Bottle o' enchanting - such a tiny amount of XP that simply isn't worth it. Sure, it's fine when you find them in chests, but they are entirely NOT worth purchasing from clerics.


    Conduit - so why use this to breathe underwater when you can just remove the water entirely, make air pockets, or place down doors? I used this solely for the "How Did We Get Here?" advancement and that's it.


    Riding pigs - why ride a pig when you can ride.... a horse? It's faster, doesn't require a carrot on a stick, can jump higher, is tougher, and can wear armor. And donkeys and mules can carry things for you.


    Wolf and fox - overrated if you ask me. They don't help that much at all with fighting mobs and usually just get themselves killed

    And finally, here are some more pointless mobs, but I'm putting them all in the same section due to not having much to say about them aside from just that they're pointless - panda, parrot, bat, ocelot, endermite, glow squid.


    Do you disagree with any of these? And if so, why? And do you have any to add to this list? If you do, I will add them to the post and credit you.

    Posted in: Discussion
  • 0

    posted a message on Backpack

    Minecraft has plenty of inventory spaces as it is, this is totally unnecessary. Shulker boxes exist, and yeah while they're collected late game, there's no problem with that - consider it a reward for getting so far. I don't support.

    Posted in: Suggestions
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    posted a message on Filtering out unwanted items.

    The items seem to magnetically come to you as you auto pick them the moment your inventory empties, and you pick them en masse.
    So it might be more of a "repellent" needed. If we picked them up, we'd have an arm grabbing animation, no?


    I don't think such logic exists. Items are not magnets. If they were, they would still come toward you if your inventory is full, but just not go into your inventory.

    Your logic of the lack of an "arm grab" animation can be applied to other things. Why isn't there a ladder climb animation?


    No offense but your logic towards why this is a bad idea just doesn't make any sense.

    Posted in: Suggestions
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    posted a message on Filtering out unwanted items.
    Quote from Palin»

    This. You already got it in game and you didn't know it (also I do that this way simply drop garbage I collect, usually cobblestone) when I want to pick up something interesting).
    Also craftable bundles should help a lot.


    We shouldn't have to do that.

    Posted in: Suggestions
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    posted a message on Filtering out unwanted items.

    How do you explain that in-universe? For me it's immersion-breaking, as if the game is a forum, not a real world.


    In universe? Simple. Your character doesn't want the item, so they don't pick it up. There's your explanation.

    Posted in: Suggestions
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    posted a message on Filtering out unwanted items.

    It's insignificant time and nothing is completely useless imo. Just carry a chest or something. Or place blocks down


    Or let us filter out things we don't want.

    Posted in: Suggestions
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    posted a message on Filtering out unwanted items.

    Since when? Also, just, drag it out of the side of your inventory GUI?


    Why do that when we could just filter out the items and not have to waste our time doing that?

    Posted in: Suggestions
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    posted a message on Filtering out unwanted items.

    Just press Q


    Can't do that if your hotbar is full.

    Posted in: Suggestions
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    posted a message on Filtering out unwanted items.
    Quote from Macho_Onion»

    It might be better to implement it as a craftable item, instead of a hotkey. Terraria has a similar Item that prevents you from picking up any items while It's in the inventory. So maybe It could be something like that. But You could toggle which items to not use.


    So waste an inventory slot to prevent inventory slots from being wasted...? I don't think it should be an item.

    Posted in: Suggestions
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    posted a message on Beds shoud no longer explode in The Nether/End.

    While I do think it's a funny mechanic and I like the idea, nowadays people use it to their advantage and that kind of annoys me. They're not supposed to be used that way at all and it's weird to think beds can be a better version of TNT.

    Posted in: Suggestions
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    posted a message on Redstone Wires In Colors?

    Then it wouldn't be REDstone anymore....

    Posted in: Suggestions
  • 2

    posted a message on Filtering out unwanted items.

    We all know those items that we never actually want but always pick up by mistake. These items include, but are not limited to, seeds, rotten flesh, flowers, eggs, warped/crimson roots, saplings, etc. Why don't we just get an option to filter them out, so we never actually pick them up? Here's how such a mechanic could work;

    When hovering over an item in your inventory, you can mark it as "Unwanted" by pressing a specific key. From this point forward, you will not pick up this item when walking near it on the ground. You can still collect it from storage blocks, but you won't be able to pick it up off the ground ever. You can undo this at any time by opening a menu in your inventory titled "Unwanted items," which is next to the crafting book. This menu lists all items you have marked as unwanted, and you can freely remove items from it if you ever change your mind about not wanting them. You can also undo it by pressing the same key on an item already marked as unwanted.

    This would honestly be a really helpful thing to add, and keep our inventories from overflowing with unwanted garbage we just happened to walk over, without actually wanting it.

    Posted in: Suggestions
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    posted a message on "Wake-up surprise" mechanic for sleeping in unsafe areas.

    Just refuse to allow the player to sleep unless their bed is in a well lit closed off area (doors, trapdoors, fence gates counting as enclosures for a 'cube')

    OR increase the time taken to fall asleep, so if a mob is just outside the range, they will wander in and force you out of your bed.


    Now that's no fun.

    Posted in: Suggestions
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    posted a message on "Wake-up surprise" mechanic for sleeping in unsafe areas.
    Quote from Agtrigormortis»

    Which I suspect would be most nights, if out in a forest at night with nothing to prevent the pathfinding such as fences or 1 and a half block high walls, and even then spiders still manage to climb over them, but they stop their assault upon entering light level 8 if not aggroed, if I'm not mistaken. Even burying yourself in a 2x1 dirt hole doesn't guarantee no attack, as Endermen can remove any dirt block that is above you.


    I have never experienced an instance where monsters wouldn't pathfind to us unless they were in a hole or blocked by a wall/fence or burying myself in a tiny hole like I mentioned, hostile mob AI is usually pretty good at this from what friends and I had witnessed, even in bedrock edition where supposedly is supposed to be "easier", from what I've witnessed mob AI is at least very similar if not completely the same. They do find players very well and appear to work as intended.


    I don't dislike pathfinding, pathfinding is a logical mechanic but I wished passive mobs were as smart, because having to prevent Villagers or animals from falling into holes, even naturally generated ones, can be annoying sometimes. I know it is the responsibility of players to protect Villagers from attack against Zombies at night which is fine, but Villagers do not seem to do a good enough job at evading hazards and sometimes they even roam around outside their houses at night making it even more difficult to protect them from being Zombified or worse, turned into a Witch if struck by lightning.


    What does this have to do with being awoken by monsters by using unguarded beds outside? not much, but it is possible for Zombified Villagers to then turn around and cause havoc for a player.


    If we are attacked from taking unnecessary risks by using insecure beds, then it is our fault, but when Villagers are attacked and then turned into hostile mobs as a result of dodgy mechanics and Villagers making little effort in the way of self preservation, then we've got a problem. Although at least Zombies don't destroy beds. It can still be dangerous to take on a large number of them even with enchanted armour sometimes, especially if we are talking about Husks which initiate hunger status if they touch you, losing hunger points can then halt natural regeneration, but Zombies don't really destroy any object except wooden doors last time I checked, indirectly they can destroy crops if they fall on them if this counts.


    I wished Zombies could break doors in Normal difficulty though, you can't even starve to death on this difficulty which makes no sense, and this also makes food less useful. If hostile mobs could awaken players for using insecure beds at night, then it would still be possible for Zombified Villagers to cause a problem, but wooden doors still slow them down which means there is still time for a Zombie to burn to death after dawn, eliminating the threat.



    Hard difficulty has mechanics Normal should have now,

    while Hard difficulty should have more challenges added on top and perhaps more restrictions on the use of beds,

    such as not letting players use their beds just as the sun is setting, only after dusk/twilight, giving hostile mobs a chance to spawn.


    Do you realize how unlikely an Enderman removing a block would be? Plus, they can only pick up some blocks. Trapping yourself in a small room or hole would guarantee no attack as nothing can reach you.

    Posted in: Suggestions
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    posted a message on "Wake-up surprise" mechanic for sleeping in unsafe areas.
    Quote from Chafipe»

    I read, but apparently misinterpreted it, no need for contemptuous rhetorical questions. By "within a few blocks from the player", I thought you meant just a couple, whereas I consider the vicinity of a player to be about the size of a chunk. I made that remark because I believe villager houses should be safe places to sleep regardless of light levels.


    Phantoms can be challenging enough for most players as they are. It can be overwhelming to fend off a "surprise skeleton" + phantom combo for what should be considered normal difficulty. It feels unreasonable to be attacked by phantoms in the middle of an attempt to ward them off.


    Phantoms are exempt from this, as they attack you for not sleeping, so they obviously aren't going to attack you if you're now sleeping.

    Posted in: Suggestions
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