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    posted a message on Mimic - Hostile chest mob

    I like this idea. I think any issues could be fixed with some code magic and spawn eggs, leaving potential for mobs that like to hide in chests, not just impersonate them, and maybe even other containers. Loot tables updated to include spawn eggs. When the container is opened or broken, the spawn egg triggers, spawning the mob. Mobs that are the container could spawn immediately when mined; perhaps give the container an NBT tag that makes it instantly break when mined when it has the right spawn egg.


    EDIT: I bet they could tie it to the loot generation, since it doesn't generate until the container is opened/broken.

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

    Enchanted books on lecterns. If "read", they will have a random assortment of words using the Standard Galactic Alphabet (like in the enchanting table). Maybe a bit of hidden lore if one translates the alphabet. Great place to put a "guaranteed" enchanted book (of random or specific enchantments) in a structure's library or other applicable room.


    Quote from BlackMonarch»

    Set sea level back to y=64, because y=63 is a stupid random number but 64 makes sense to anyone who understands how computers work. Or, when map-customization is finally added back into the game, allow players to set sea level at y=64. The last time we had map-customization, the sea level slider went straight from 63 to 65.


    It's 63 because "anyone who understands how computers work" understands that 0 is the first bit, so the 64th bit is 63.
    Posted in: Suggestions
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    posted a message on Stonecutter and Stairs (Rework)

    Maybe a Shaping Tool? Would work similar to the Debug Stick for walls/fences, stairs, iron bars, etc. Was just messing around more with walls and iron bars combos, and since walls don't default to tall without blocks/walls above them, it's nice to manually set them to tall so that they match the height of iron bars, and remove the center "pole" in some cases.

    Posted in: Suggestions
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    posted a message on Another Attempt at a Stronghold Suggestion

    Preamble:


    I've made suggestion posts in the past, but each attempt seems to bring something a bit newer, after putting it down for long enough and looking at it again with refreshed eyes. A few things I feel like I over-focused or overvalued would be the portal room being this big, central room, when it really just needed to be central, and big enough to act like a hub to the rest of the stronghold, but it didn't need to be huge in any particular fashion beyond that which it needed to function. Another is all other rooms being the same size and shape, being merely a quarter-chunk room with alcoves attached, such that the entirety of each room was a chunk (15x15 plus walls). This also led to an overly rigid layout of the rooms that limited what I desired with a winding maze of staircases and doorways throughout that felt consistent with each other and the rooms.


    Inspiration:


    The original idea of the project was imbued with possibilities based on improved procedural generation exhibited by woodland mansions (and later bastions). With the original, steps over time ultimately led away from that. This one comes with new material (deepslate bricks, with more variants than cracked potentially added in the future), in part due to the increased world height snapshots placing strongholds within the deepslate layer, near the the top where regular stone starts upward; as well as various ideas that I experimented with using 1.16 additions like chains and crying obsidian.The challenge was finding a system that wasn't too rigid and limited, but not too random such that parts needed to be too specific to accommodate, while having a strong amount of procedural generation and manipulation.


    I'm not aware of the limitations of the procedural generation of Minecraft, but I always like to push the envelope with many of ideas in any environment, see where it breaks, and dial back until it fits within those limitations. Seeing as the stronghold is by far the most dated structure (save maybe the simplicity of the temples), this project is an attempt to see how the stronghold may be modernized within the game thus far. As with most structures, minimal destruction of blocks is essential to the structure for the sake of exploration and loot gathering. Again, I'm not exactly sure what the procedural limitations of Minecraft are, but I thought it was fun revisiting this project; particularly given the implication that we may see a stronghold rework within the second half of the Caves and Cliffs Update, that includes deepslate layers, the Deep Dark, etc.


    Suggestion:


    A few particular ideas come in the form that each room will be a shape that is at most 31x31, plus walls, having all alcoves (3-block-high space) along the walls, and the area(s) between them a bit roomier with fire pits hanging from the ceiling. As such, rooms contain up to 9 main sections, plus the alcoves extending from each main section. Most (if not all) rooms may vary in shape beyond being some size of a square, such as a ring, a +, or a 7-section room that is a 2x3 section plus a "nub" section.

    Reason for the alcoves is that it gives rooms detail and depth, while offering a multitude of options for staircases and doorways to lead to and from rooms, using the otherwise empty corners of the rooms and the spaces above the alcoves.


    When I was considering lighting, I was considering that the rooms best be dimly lit, causing mob spawns to be uninhibited, except for a few specific exceptions as explained below. The light from the ceiling fire pits does not inhibit any mob spawns, but any ground or wall fire pits close to the ground will.


    Lastly before the room suggestion themselves, I went a bit wild with decorating the rooms to make them minimizing looking square as much as possible; chains, iron bars, wall blocks, stair blocks, and slabs give plenty of detail to the pillars and the ceiling.


    Rooms:


    Portal Room: The main feature, of course; a square room (31x31) with the portal in the center, surrounded by 4 staircases with silver spawners, 1 for each side. At the corners of the portal are fire pits, and around the arrangement is a walkway, bridged to the alcoves on each wall. The portal is supported by chains connected between the fire pits and the ornate ceiling. Below is a pit of lava, making silverfish a deadly enemy not just for themselves, but their potential to crumble the blocks of the walkway and bridges. The corners of the room have a fire pit set in above the lava. A second floor above the portal room (23x23, should the stronghold have multiple stories), is a simple room with an intricate central section and a hole in the floor from which you can peer down at (or jump to!) the portal. The room is otherwise identical to a blank 4-section square room.


    Torch Pillar: While the torch pillar is simply variation of the large square room, it makes a return in this new idea, both offhand and as an actual room type. When a room is not a perfect square, alcoves will overlap, and a fire pit will spawn in the corner. A more honorable implementation of the room would be when a full-size (31x31) room lacks a center, the 4-way overlap of the alcoves from the ring or X (or something in between) will place a fire pit in the center of the room, lighting the ground nearby. However, a 23x23 room specifically designed around a fire pit in the center is also considered, likely similar to the second floor of the portal room, but a fire pit instead of the hole.


    Library: Pretty self explanatory, bookshelves, a chest or two with enchanted books. However, I'd like to see about fitting a full-enchantment arrangement of bookshelves around a lectern. With the current room theme, multi-floor rooms are tricky, but probably still possible, so the library may have a multi-floor variant, like the classic.


    Storage: I feel like this one would be more like the mansion, where it's a bunch of chests that are either empty or filled with junk or otherwise trivial contents. As with the library, may have a multi-floor variant.


    Treasure Room: To replace the treasure altars found in the hallways of the classic stronghold, this room has one to some chests (based on room size) filled with valuable loot. May lack armor and weapon loot (see below).


    Prison: Using the alcoves, they make great areas for prison cells. Like the classic, however, these rooms serve no effective purpose beyond being decorative.


    Fountain: Plain and simple. Contains one more more decorative fountains (base on room size and shape). Like the prison, this room has no effective purpose beyond being decorative.


    Blacksmith: Similar to a blacksmith villager's house; contains furnaces, at least one anvil, lava, and probably a chest containing raw materials, processed materials, tools/weapons and armor, and perhaps an armor stand that may have armor pieces for the taking.


    Bridge Room: My favorite of the classic rooms, I liked the aesthetic of the stronghold splitting up between so many different paths from one room. A multi-story room with at least one staircase and bridge. WIP.


    There may be a few inconsistencies with the images. Refer to the room above the portal room proper as the most up-to-date.

    Posted in: Suggestions
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    posted a message on Prismarine Ore, Is It Worth It?

    Would be okay if Prismarine Ore was sporadically spawned at the bottom of an ocean biome, more commonly in a deep ocean, as well as within caves just under them or submerged ravines (also more plentiful underneath deep oceans than "shallow" oceans). Potential for a Prismarine Cave biome to work similar to a Lush Cave, following the same rules except only spawning underneath oceans, signified by a few blocks of Prismarine on the ocean floor.

    Posted in: Suggestions
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    posted a message on Turn the delay into a gamerule

    This has already been said that world options to toggle 1.9 combat changes would not be a thing.

    Posted in: Suggestions
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    posted a message on Stonecutter and Stairs (Rework)

    Currently, the only benefit of the stonecutter is to reduce wasting blocks when creating stairs, as well as crafting a specific amount of special blocks. Also, stairs are a pain sometimes because they are limited to needing multiple stair blocks to create corners, and some designs using all corner stair blocks are impossible (only a 2x2 square and diagonal rectangles are possible). Not to mention, the forced corners might not be desired for some designs.


    Why not remove the automatic "bending" mechanic and refer that to the stonecutter? A stone cutter can then create an "X Inner Stairs" and "X Outer Stairs", as well as even vertical slabs (1:1 as to not abuse resources, iirc this is why stairs are craft-inefficient). Standalone corner stairs have many uses, from the bottom row of a corner staircase being one block, to a design "missing" pieces.


    Lastly, rename it to saw or something, so that wood can also be used in the same fashion. Wood/log stairs would be cool too (not just planks). This has already been suggested, but relevant to this overall suggestion.

    Posted in: Suggestions
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    posted a message on Magic spells

    Magic has been over-suggested. As of now, it can be assumed that magic is going to be limited to enchantments and potion effects. If there's anything a spell intends to do, it's probably just as good to be done by an enchanted weapon and/or a tipped arrow. And simpler to keep it that way.

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

    I checked out a few Strongholds just to see if there was anything interesting that happened, albeit undocumented; so far I've only looked at 3 strongholds, but there are consistencies. Strongholds seem to generate primarily below y=0, being almost entirely surrounded by grimstone, though the origin staircase generates across the threshold, the top being in the stone. Given the cave generation below y=0, the strongholds appear to be less likely to be seriously impacted by it, and with exception to overlapping with an entire geode, merely scraped lava and water pools (only the wall was missing in these cases), and the origin staircase was uncovered and accessible by a cave. I'm going to look at a few more just to be sure, but it does seem like something was done involving Strongholds. Even if we don't get a proper Stronghold remake, the stronghold being more consistently intact than ever is already a step in the right direction. If I had to say the next, is making all staircases 4 blocks high (8 could work I suppose), essentially fixing problems arising from the stronghold overlapping itself such that a crossroads isn't vertically aligned, but also not fully askew like a proper overpass. I can imagine the atrium/bridge room being slightly bigger to accommodate this, and the straight staircase simply being either taller (8) or shorter (4). The spiral staircases could use a central pillar, but they are 4 blocks high, so that's already good.

    Posted in: Recent Updates and Snapshots
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    posted a message on Diamond level 1.17

    Judging by the image given in the changelog, the current snapshot appears to give diamonds starting at y=16, and they get more abundant all the way to bedrock. This is likely a major reason to go into the deep dark, as there are probably tons of diamonds there, but greed may be one's undoing.

    Posted in: Recent Updates and Snapshots
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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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