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    posted a message on Improved stealth mechanics.

    I wrote a thread about this before, however, I have rethought the idea and made some changes to it.

    Minecraft has no stealth mechanics, only a boring crouch, and invisibility potions. You cannot sneak up on a mob whatsoever, they always see you even if they are not looking at you. Where's the fun in that? I think we should be able to ninja our way past mobs, or perhaps even defeat them using stealth.

    The detection radius's of all mobs should all be moved to only in front of their head model, meaning if they are looking away from you, they will not see you. Different mobs have different vision distances, with undead mobs having shorter distances and other mobs, particularly Illagers, having much further vision. Depending on the light level of where you are standing, you can be harder or easier to detect, with lower light levels making it harder for you to be seen, and higher ones making you easier to be seen. Pitch darkness completely hides you from a mobs vision, except for Spiders, Cave Spiders, and Endermen, as they appear to have natural night vision. However, other mobs can still hear you in darkness and can track you by that.


    If the mobs have night vision, you are on fire, have a glowing effect, or you are wearing enchanted armor, this is completely negated, and they can see you regardless of the light level. If the mobs have blindness, it will drastically reduce their detection radius, and the player having a glowing effect results in mobs seeing them through walls. Also, the faster you are moving, the quicker you are detected by a mob. If a mob sees you, unless it is killed quickly, other mobs nearby will be attracted to attack you as well. Making it out of their detection radius will result in them continuing to go the direction they last saw you, and if they don't manage to see you again, they will stop giving chase.


    Obviously, bumping into a mob will also make them immediately detect you. Hitting a mob with an arrow or throwable will result in them approaching the location it came from, searching for you.


    Mobs can hear any sort of action that produces sound, particularly footsteps, which they can hear from an 8 block radius if you are walking, and 12 if you are sprinting. Walking on some blocks can affect this range, with grass and sand reducing the range. Crouch walking or crawling renders you completely silent, unless you are sprint jumping while crouched, which is equal to walking. Mobs will search out any unusual sounds they hear, this includes things like arrows, splash potions, and snowballs, and they will immediately start to approach where they heard the sound. Full blocks between a sound and the mob will muffle the sounds and thus make it harder for the mob to hear it.


    Falling from heights greater than a block and a half will also make sound, with the sound being louder depending on how high you fell from. This can be suppressed by crouching right when you hit the ground, unless you took damage from the fall, to which it will only be partially suppressed. The sound of opening doors, trapdoors, chests and barrels will also attract mobs, which can be suppressed by opening them while crouched, but it will take 3 seconds before it actually opens in this case, and looking away from it before it opens will cancel it. A new enchant known as "Silent Step" can be applied to boots, which reduces the sound of your footsteps for each level, which goes up to 5.

    All variants of Zombies have a unique way of detecting the player, they can sniff them out, which can even allow them to find a player who is invisible or in pitch darkness. This works by a player staying near a Zombie for too long, to which they will begin to smell the player, and start to approach where they are at, searching for the player. They can also sense when a nearby player takes damage from being attacked by a player, or another mob, which also results in them approaching your location.

    Players can perform a "stealth strike" on any mob, by critical attacking a mob that is unaware of their presence. This attack will greatly multiply the damage dealt, instantly killing mobs that are in similar size to the player, depending on the weapon used, while bigger mobs will not receive as much damage from a stealth strike. Neutral mobs can only be stealth struck if they haven't yet seen the player in their neutral state. If a stealth strike does not kill the mob, they receive a great deal of knockback, depending on the size of the mob, which can potentially be used to push them into traps, lava, or off cliffs. If a mob is killed by a stealth strike, they will make no death sound, resulting in the player staying hidden.


    You can only stealth strike a mob that is attacking another entity if that mob hasn't heard or seen you yet. Stealth striking a mob will grant the player an advancement called "Ninja."

    What do you guys think? Like the idea? Think it needs changes? Or have any questions? Let me know.

    Posted in: Suggestions
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    posted a message on Giant AI restoration command creation!!
    Quote from Thorn_123»

    Is there a way to reduce giant's strenght?




    Yes. One of the command blocks behind the red L on the side of the machine indicates it's strength. The second one down, to be specific. Open that and the number at the end of the command indicates it's attack damage. Underneath that one is it's movement speed.

    I intended this so players can freely edit the Giant's speed and damage. I gave it it's old damage and speed back before it's AI was removed.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Much harder "Nightmare Survival" realm!!
    Quote from SevenBaratheon»

    yo, i'd love to try something like this out.


    IGN: sevenAT


    btw, that discord link is expired



    ^
    This guy joins my Discord and joins the voice channel. While I'm setting up the world about to play with him, he suddenly leaves the voice call and then leaves the Discord.

    Not sure why you joined in the first place if you didn't even wanna play. But whatever.

    Guys, don't join if you're gonna be like this guy. Please only join if you actually want to play.

    Posted in: Minecraft Realms
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    posted a message on Much harder "Nightmare Survival" realm!!
    Quote from SevenBaratheon»

    yo, i'd love to try something like this out.


    IGN: sevenAT


    btw, that discord link is expired



    Fixed it, join now.

    Or just add me on Discord, R1ch4rd N1x0n#3224.

    Posted in: Minecraft Realms
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    posted a message on Much harder "Nightmare Survival" realm!!

    Ever thought Minecraft was too easy? I have. Which is why I created "Nightmare Survival" which is a hugely different survival experience in Minecraft, where you have to use all your skills and tactics to survive. Here is all the changes;

    You have permanent mining fatigue 3, forcing you to rely mostly on explosives for mining.
    Consuming raw meat or rotten foods will give you a wither effect.
    Undead mobs except Phantoms do not burn in the sun.
    All monsters have increased health and movement speed.
    All humanoid monsters can pick up loot, and all zombies can break down doors.
    Illusioners spawn as part of raids.
    Iron Golems don't drop iron.
    Going too long without sleeping will make you tired over time.
    You cannot see nametags.
    Death is permanent.

    Fighting other players and/or stealing from them is only allowed in the public world, which is what I leave the realm on most of the time. At times I may change it to a personal world for just me and a friend, or someone else. If you would like a private world for you and a friend, you may ask me. If you want to join, join my Discord server https://discord.gg/4xUeWT8FZK and post your username for an invite to the realm. Or just comment it here.

    Posted in: Minecraft Realms
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    posted a message on Remove iron drops from Iron Golems.

    I know a lot of you who use Iron Golems to farm iron are gonna disagree with me on this, but hear me out.

    Players literally abuse the iron drops from Iron Golems to make iron farms. Constant, free iron without any sort of effort at all. Where is the fun in this? It completely ruins the point of going out and finding iron in things like shipwrecks, or mining it the old fashioned way. I don't think Iron Golems should drop iron ingots, as it leads to completely broken and unfun iron farms that players make.

    Before you say "but zombies drop iron ingots" or "zombified piglins.and drowned drop gold ingots," those are a bit different due to the rare chance of those actually dropping. Making farms using those doesn't have nearly as high of an output as an iron farm using Iron Golems does.

    Posted in: Suggestions
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    posted a message on Black screen on launcher.
    Quote from TileEntity»

    Check for newer driver versions or try to use an older version


    I said that it's already up to date.

    I don't think the drivers are the problem here.

    Posted in: Java Edition Support
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    posted a message on Black screen on launcher.

    When I open the Minecraft Launcher, it sits on a black screen forever, without taking me to the screen to hit "PLAY" or anything else. It's managed to work a few times in the past few days after restarting the launcher several times, and after updating my drivers, but now it won't work at all, and my drivers are up to date, and it won't open no matter how many times I reset it.

    How can I fix this??

    Posted in: Java Edition Support
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    posted a message on Nightmare Survival!! Much more challenging survival!

    Ever thought Minecraft was too easy? Well I certainly did, which is why I, with the help of YMbrothers, created "Nightmare Survival." This is not like most other "Nightmare" modes you've seen YouTubers play, this is the real deal. And you're about to see why. Here is all of the changes to the difficulty.


    You have permanent mining fatigue 3.
    Consuming raw meat or rotten foods will give you a wither effect.
    Undead mobs except Phantoms do not burn in the sun.
    All monsters have increased health and movement speed.
    All humanoid monsters can pick up loot, and all zombies can break down doors.
    Illusioners spawn as part of raids.
    Iron Golems don't drop iron.
    Going too long without sleeping will make you tired over time.
    You cannot see nametags.
    Death is permanent.

    In this mode, you really have to conserve your resources, as well as use all your strategies and skills to survive. I haven't even beaten it myself. I challenge you all to beat this gamemode on my realm, as nobody else has. Impress me, why don't you? Join my Discord server https://discord.gg/qCtGv8GFCY and ping me with your username for an invite to the realm. The world resets once all players die.

    Posted in: Minecraft Realms
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    posted a message on Reworked tool/armor smelting.

    Smelting an iron or gold tool, or armor piece, in a furnace will give you one iron/gold nugget. This is an utterly useless feature, as wasting an entire tool for a puny little nugget is quite worthless. Here is how it should be;

    Smelting a tool/armor piece will give you an amount of iron/gold depending on the durability remaining on the item. For example, smelting an iron pickaxe with full durability will give you three whole iron ingots. If roughly 1/27 of it's durability is missing, you will get 2 iron ingots, and 8 iron nuggets. The nuggets appear in the output after grabbing the ingots. For every 1/27 of the pickaxe that's missing, it takes away one nugget you get from smelting it. This is also the case for axes, since they are crafted with 3 iron/gold as well. Shovels however, will remove one nugget for every 1/9 missing from the durability, as they're crafted with only one iron/gold. Hoes and swords will lose one nugget for every 1/18 missing. Chestplates lose one for every 1/72, helmets lose one for every 1/45 missing, leggings lose one for every 1/63 missing, and boots lose one for every 1/36 missing.

    This would really give more of a reason to actually smelt tools, as one nugget from an entire tool made with several ingots is a big waste. It also makes 0 sense to get 1 puny nugget from a big chestplate made of 9 iron bars.

    Posted in: Suggestions
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    posted a message on Buff the furnace minecart.
    Quote from Agtrigormortis»

    This is a feature which doesn't exist in bedrock edition, which is weird.


    But, I agree. Even in Java where they can be used, they did burn through their fuel too quickly, and now that Drowned Zombies practically give you unlimited amounts of gold it wouldn't be that hard to setup a powered rail system.


    What's even worse is now normal rails with their abundance in abandoned mineshafts, don't have much use other than making corner turns for the powered rail system, or to make powered rail systems more efficient at the cost of speed.


    The Minecart with furnace should be put into bedrock edition,

    and in Java edition they certainly do need a buff, their fuel should last at minimum about 3x as long as it does now.

    Otherwise no one will use them because of how inferior and inconvenient they are compared to automated or semi automated powered rail systems.


    The absence of the furnace cart in Bedrock because of how useless they are proves my point. They deserve a buff.

    Posted in: Suggestions
  • 2

    posted a message on Buff the furnace minecart.

    The furnace minecart is utterly useless. It's purpose is to push other minecarts, but it does a very bad job at it, powered rails do a much better job at making minecarts move. They run out of fuel too quickly, and it can only have 1 fuel at a time.

    Furnace minecarts should have an inventory like a regular furnace, where you can put any sort of fuel, and it automatically switches to the next when one runs out, like a normal furnace, and instead of starting immediately when putting it in, it has an on/off button that starts and stops it instead. You should also be able to choose which direction it goes while in it's inventory, rather than it going the way that you're currently facing. Another problem is that the minecarts it pushes go way too far ahead of the furnace, and then stop, basically waiting for the furnace cart to catch up again. Anything being pushed by it should match the speed of the furnace cart. Finally, you should be able to stop the furnace cart at anytime by punching it, which will immediately consume it's current fuel source as well as pause the rest from coming.

    I think this would really help the furnace cart get used more, as I never see it used because of how bad it is in it's current state.


    Posted in: Suggestions
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    posted a message on Hiding the players footstep sounds??
    Quote from BlueRains»

    startup command

    /scoreboard objectives add Sneak minecraft.custom:minecraft.sneak_time

    Repeat command block

    /execute as @a[scores={Sneak=1..}] at @s run stopsound @a[distance=..10] player

    chain command block

    /scoreboard players reset @a[scores={Sneak=1..}] Sneak


    Credit to this forum post.

    Also, distance may need to be changed, and no guarantees because I did this in single player.


    I haven't yet tested this but, as I said in the thread, repeating /stopsound does not prevent footsteps, and only decreases their length.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Giant AI restoration command creation!!
    Quote from JackP821»

    The link seems to take me to the homescreen of mediafire, rather then the actual download page.


    Yes that is because I updated it, and forgot to add the new link, am adding it now.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Hiding the players footstep sounds??

    For my gamemode "The Slasher" I want all players footsteps to be silenced if they are crouch walking. You might say "But it's already like that!" That's false, you can't hear your own footsteps while crouched, but other players can, which is a problem.

    I tried a repeating /stopsound to prevent footstep sounds, but that only decreased their duration, it did not stop them completely.

    Is there any way I could make a players footsteps silent if they are crouch walking?

    Posted in: Commands, Command Blocks and Functions
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