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    posted a message on Castle/Watchtower in Non-Snowy Taiga Variants
    Quote from eiche_brutal»

    I'm sorry if my question wasn't direct enough. I'd like to know:

    Can zombies shoot with crossbows?


    I fail to see the difference the different question attempts to achieve differently.


    The necessary programming is there. The same logic applies to a skeleton being able to understand how a bow works, to how normal zombies understand how axes and swords improve melee damage, and to how drowned understand throwing a trident is effective.

    Posted in: Suggestions
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    posted a message on Wood Walls

    I don't see the point with already having fences. The only block that has both fences and walls is Nether brick, and it makes sense for it to have walls like other types of stone, and it has fences for window bars. Procedurally generated structures like the Nether fortress and stronghold need updated, and they're probably trying to figure out how to do so since they both spawn in underground settings, and a simple pyramid-like structure might not work too well when it's sticking out of the wall into a huge cavern.

    Posted in: Suggestions
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    posted a message on Retractable Spikes ~ Yet Another Idea for Copper

    This is a good idea. Stalagmites and Stalactites are okay as natural spikes, but when broken, you get "spike bits" that are only an item, and can be used to craft the spike machine trap.

    Posted in: Suggestions
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    posted a message on Castle/Watchtower in Non-Snowy Taiga Variants
    Quote from eiche_brutal»

    Can Zombies even use crossbows? I don't know.



    There's no programming that specifically denies any weapon-using mob from using any particular weapon. There are mobs that use both melee and ranged, and you can give a regular skeleton a sword or axe instead of a bow, and it will use it just like a Wither Skeleton would its stone sword.

    Posted in: Suggestions
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    posted a message on Castle/Watchtower in Non-Snowy Taiga Variants

    Just a small structure. Loot would be something like a chest or two with a few combat related items, but often damaged or few arrows, and not enchanted. The structure is useful as a local base. Made of stone brick variants, similar ratios to that of strongholds/igloo basements, with spruce floors and doors. Does not have infested variants. An iron trapdoor leads to the roof (so that the zombies don't wonder between inside and onto the roofs).


    Spawns with three Zombie Guards; moderately equipped Zombies wearing tunics underneath armor that they spawn with (being of chain, leather, or iron). Two spawn with iron swords and wonder the inside, while the third spawns with a crossbow and overlooks from the roof, and is more accurate and can acquire targets farther than skeletons. Chance for dropping equipped items is the same as normal zombies equipment.

    Posted in: Suggestions
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    posted a message on armor and elytra

    Already talked about, already shot down for sure.

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

    I'd like to see what they have planned for underground structures like mineshafts, strongholds, dungeons, etc. I speculate there's going to be layers to it, as there's going to be a "crust" layer that is virtually what we already have, including the underground structures. Beneath that would be where the larger open caves would generate, and obviously below that, there's the deep dark. There's obviously going to be modifications or sub-layers so that these layers mesh together well where they meet.


    I'd been working on a fun idea for strongholds for about 2 years now, and while it's always been for the sake of fun, there's always been that hope that it at least inspired some sort of change to the shabby stronghold algorithm we have now.

    Posted in: Recent Updates and Snapshots
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    posted a message on Suggestion: armour with elytra

    This has been officially shot down/explained. What Elytra offer is traded for less protection. Though I would like it if Leather Armor could be worked in this way, since Leather is honestly useless outside of being able to be dyed.

    Posted in: Suggestions
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    posted a message on Minecraft needs more loot

    To be fair, mostly everything (if not EVERYTHING) suggested so far has something equivalent in game, or is otherwise unnecessarily unique. Silver could be an enchantment "Silverblade"; sword decapitating undead, we have Smite for that; I don't really see the huge benefit to a slingshot; javelin is literally just a craftable trident, which is intentionally a monster-drop only; boomerangs and daggers and seem pointless, crossbows, bows, and tridents are more than enough; etc.


    Also, a new generated structure does not necessarily need new loot to go with it. I can imagine various different structures that could be added or revamped, but don't really need new loot to feel special. If a new generated structure is just an excuse for new loot, then why bother with the new structure? Someone once said that buildings had some kind of tutorial involving some of the more obscure mechanics (redstone, TNT, Nether Portal) and I'd like to think that true and that it should be upheld.

    Posted in: Suggestions
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    posted a message on ULTIMATE Stronghold Update

    I've been tinkering with this idea for almost 2 years, but it was unanimously agreed on in that post that strongholds are heavily outdated, particularly due to the fact that the only changes they have received have been loot table adjustments and any related bug fixes, yet no specific direct content updates. Breaking away from the traditional stronghold almost entirely, I've been building a stronghold of my own with many new aspects, including some new blocks, new room ideas, reworked old rooms, etc.


    Another Room, Another Door, Another Room


    One of the major features of the stronghold is the plethora of rooms. I scrapped the original concept of the stronghold, including the rudimentary upgrades found in the post above in favor of a bit more streamlined mega-structure, what could be seen as a stronghold pyramid. The various rooms (except the portal room) are a static size of 15x7x15, composed of a tall central section with a fire pit hanging from the ceiling via chains. The outer sections are alcoves that extend from the central section, leaving the corners and the entire upper outer ring empty to be occupied by the ground the stronghold is found in, and stairs (see below). This size has a lot of good points, which I'll note late, but ultimately could be larger for various reasons, including that that size cannot properly fit a Nether portal room type, though this may be an unnecessary room type given we have Nether portal ruins with the Nether Update.


    I'm still working on the number of rooms and their layouts, but I'm entertaining the idea of having two variant sizes. The inner ring of 3 strongholds will always be small variants (20 or so non-portal rooms), while the next ring will have a small chance for each stronghold to be a large variant (up to 40 rooms); the chance increases with each further ring, with the outermost ring being all large variants. The number of rooms would be expected to be a multiple of 4, given the base layout is square, with each side and corner being identical.


    Adjacent rooms will usually have a doorway to connect them (found in the alcoves). The room type will occupy the center of the room (if applicable) and any of the alcoves that do not have a doorway or stairway (see below). Some room types, such as the prison cell room type, may be exclusively be content that is generated in valid alcoves. If such a room does not have any valid alcoves (which should occur very rarely), the room will appear empty.


    Stair Maze



    A particular aspect of this stronghold idea is the rooms being linked between the floors via stairs that generate at the side of the alcoves. Each floor layout will be offset from adjacent floors, causing a limited selection of stairways possible, being L, C, or Z shaped (no straight stairs I think). A current limitation is the top part of a stairway may interfere with the adjacent alcove of the room it starts in, which may cause otherwise valid stairways to be invalid without overwriting the alcove. Each room should generate one stairway of its own, which will result in most having 2, some 3, stairways. The stairways will be lit by torches or fire pits depending on the shape, being somewhere near the middle of the stairway.


    Cut Our Losses and Portal Out of Here


    Of course, there is the End portal room. It will be in the center of the entire stronghold, spanning 2 or 3 floors, with the portal itself being at the bottom floor of the room. As with the traditional portal room, the portal is atop stairs, but being within a square stronghold, each side will have a staircase, meaning 4 silverfish spawners. There are various walkways connecting the doorways to other rooms and the portal as well, but no stairs connecting the floors, as that is handled by the stairways between rooms. The walkways have minimal overlap, as underneath the portal/bottom floor walkways is a lava pit spanning the entirety of the room, making the room very dangerous when silverfish breaking out of infested blocks cause the walkways to "crumble" with holes. Due to the pyramid nature of the stronghold, some rooms' floors will lead into the portal room, potentially with the same danger if silverfish are provoked into breaking out of infested blocks.


    Light the Way


    The fire pits consist of magma blocks (resembling embers) with flames on top since they stay lit forever. However, to emphasize the acient nature of the stronghold, some may end up being unlit (20% chance) and instead be an obsidian block. If unlit torches are added, torches will have the same chance of being unlit instead (intended as just an aesthetic).


    Takeaways



    Overall, the stronghold is attempting to accomplish a few goals:


    1. Motivate the player to seek farther strongholds.

    2. Consistent layout/minimal procedural generation that might cause overlap issues or weird dead ends.

    3. More room types

    4. Looking generally awesome.

    5. Being more dangerous for those less prepared.


    I will have screenshots as I go, but should not be taken too... finitely. Aspects may change slightly or majorly based on needs, and many details are just my personal preference.

    Posted in: Suggestions
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    posted a message on What do you do with all that Spare Stone and Cobble lying Aroundd?

    I always have a full stack on me for survival purposes (makeshift bridge, stairs, etc), while I generally keep it stored (often smelted with excess charcoal). I often build things out of stone bricks, or usually make some attempt somewhere at having a floating island because they always look cool.

    Posted in: Discussion
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    posted a message on Why I believe Minecraft needs a serious change

    The issue I'm having with this thread is that it's incredibly one-sided against the fact that Minecraft's greatest strength is replay value and variety. Not saying you are wrong, but it feels more like whining "I've reached fully enchanted Netherite equipment, 15 Totems of Undying, and a massive home base. Why am I able to kill everything so easily?"


    As part of catering to more variety and replay value, Minecraft also opts for a more casual experience. It's not too hard to play at any given moment, unless you ask for it. If you want a challenge, go play on Hardcore and don't use armor or don't use anything better than Iron, etc. Make the challenge yourself.

    Posted in: Discussion
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    posted a message on The Small Suggestions Thread: Electric Boogaloo
    Quote from erictom333»

    I use beacons a lot in Creative, but never in Survival as the recipe is too expensive for a simple waypoint. My solution: Change the crafting recipe of beacons to use 1 diamond instead of 1 nether star, and allow them to be used as beacons without being placed on a material block base. However, instead of requiring one iron ingot/gold ingot/diamond/emerald to access the permanent buffs, a nether star is placed instead. Result: easier to use beacons as waypoints; no change for us8ng beacons as buff fields.


    I like this idea, especially since it gives decorative beacons easier access (but still only if you have a surplus of diamonds). Maybe add a particle effect based on its base, size affects density/amount, material used affects color, buff active gives other effects (more effects for level 2 buff).

    Posted in: Suggestions
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    posted a message on The Small Suggestions Thread: Electric Boogaloo

    Static state for stairs, walls, fences, etc. Defaults to false; generated blocks may generate as true if desired. Placing a block while sneaking sets this state to true. This is a rare and not necessarily needed feature, but it occurred to me that it can be useful for more detailed designs, especially when trying to manipulate their states to give a particular, sometimes edgy, look. I ran into this idea when a stairway ceiling met, but did not overlap, with a ceiling edge trim to a room. Being that both incorporated upside-down stairs, the vertex being at one far side of the stairway ceiling forced that block to become a corner, whereas to match the rest of the room, should have been static so that it's backside matched what was otherwise a whole block.

    Posted in: Suggestions
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    posted a message on Spears

    Not needed since we have Tridents.

    Posted in: Suggestions
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