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    posted a message on Soul Sand Glass

    Idea: What if you could make Glass out of Soul Sand.


    It could maybe be fully transparent but not let light through (similar to tinted glass). Or maybe completely dark, but still let light through. Or maybe it functions like a Transition lense, changing with the the time of day.


    (It could also be used with my proposed Bottle 'o Enchanting Upgrade)


    What other uses could it have?

    Posted in: Suggestions
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    posted a message on Bottle 'o Enchanting Upgrade

    I don't know about you, but to me Bottles 'o Enchanting are WAY too anticlimatic. They are so rare, and they barely give you any XP.


    UPGRADE: The ability to CREATE Bottles 'o Enchanting.


    Mechinism: Hold a bottle while collecting XP, and it gets collected for later instead of leveling you up or mending anything.


    In order to keep it from getting too OP, maybe you only get a fraction of the original XP (which would still be better than wasting hundreds of XP for one of the higher levels)


    OR, maybe you need to craft a special bottle/enchantment specifically designed for harnessing XP.

    (I just thought of this, but what if the glass/bottle had to be made out of Soul Sand instead of regular sand/glass. Which would make sense, because Soul Sand already traps souls/xp) This would maybe help this be more of a mid-game strategy instead of early-game.


    Finally, these bottles would also be useful with Sculk. If you want to grow sculk but don't have lots of mobs to kill and spread it, you can save up their XP and throw it later.

    Posted in: Suggestions
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    posted a message on Vertical TNT Launcher help

    Im trying to come up with ways to take care of the End Crystals. Ive tried dispensors shooting arrows down at the crystals, but achieve 100% effectiveness. This time I'm thinking about launching TNT up to the top of the pillars (this way itll take care of the two caged ones as well). Does anyone know any current Java 1.18 (preferably 1.19 compatibale), vertical TNT launcher contraptions. All Ive found are either bedrock, or 1.7ish. ALSO, if you do know any, do you know how high they can launch them? The higher the better.


    Thanks

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on New Biome/Feature - The Corruption

    Idea: A biome that slowly starts overtaking EVERYTHING. Similar to how sculk can grow and take over when things die nearby, but this grows regardless. Every block could have a corrupted texture (or maybe more, like copper)((Maybe the first stage is still possible to uncorrupt a block, but after that its perminant)). Things are weaker, give poison damage, or something.


    Reasons why this could be cool:

    1) It could explain zombies. They are villagers that went into the Corruption and got turned

    2) This could explain Ancient Cities. Trying to hide from the corruption, but ran into the Deep Dark instead.

    3) Could explain why they discovered portals to the nether and End. Trying to get even further away.

    4) More block textures

    Posted in: Suggestions
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    posted a message on Sand Trap?

    Can you break them automatically from a distance? If I have to manually break the signs, I may as well just place the sand myself. It'd be sweet if there were a undetectable way to have this effect (without time consuming, complicated redstone and pistons)

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on need ideas

    What kind of 'normal' sorter do you mean? All the ones I know of can only sort stack-able items.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Sand Trap?

    Is there a way to place sand or gravel so that it wont fall? Like how you sometimes have gravel/sand ceilings, and they dont collapse until disturbed. This would be a fun way to cause surprise suffocation damage, by manually building sand traps or something


    I would love for it to look natural and not involve redstone. Looking for other solutions than making a piston trap door that retracts to dump sand.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on need ideas

    You want a tough challenge? Auto sorter that sorts unstackable items! I want to be able to sort my potions and tools and stuff... I dont care how convoluted it is...

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on how to stop redstone ore from glowing.

    What is the setup that you have? (Are you using any buttons, torches, or levers. Is it in a loop, with a repeater maybe?) Why is it important that it stops glowing? (Is it powering something you don't want powered, or is this just just for aesthetic reasons?)

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Towns

    Villages are fun, but about slightly rarer 'Towns'?


    Different bigger buildings. Better hostile mob proofing. Better loot


    (Show that these villagers might actually be the descendants of the mighty explorers, that made it to the nether and end and survived the deep dark, not just derpy plain villagers)

    Posted in: Suggestions
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    posted a message on Minecraft 1.19 Update Opinion Thread

    I think diamonds should be easier to find in the deep dark, to encourage people to go there more. Maybe some netherite scrap or ingots in some of the chests. Or even enchanted netherite tools, rarely, like you'd find in the End City chests.


    I think tunneling and pillaring would be too easy to get away from the big warden, so maybe a small mob that can get through 1x1 tunnels and/or climb like spiders. Maybe itd be a 'Screecher' that alerts the warden to your location or maybe places skulk stuff to allow the warden to dig down and climb out nearer to you.

    Posted in: Recent Updates and Snapshots
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    posted a message on More Dye Combinations
    Quote from ArtOne»

    Are you gonna like... tell us what the colors are? I mean I support and all but still.


    Simple version: Light and dark versions of pretty much all the current dyes. Light brown, dark brown, light yellow, dark yellow, etc.


    More complex version:

    Posted in: Suggestions
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    posted a message on payment door

    I figured out a working prototype. In order to keep the door open longer, I inserted a few repeaters in a specific part of the circuit and moved them to 4 ticks each. This method was also the easiest way to set the 'entry fee'. I don't know how much you were thinking about charging, but I had set my prototype to 3 diamonds, and the door opened long enough to walk through and shut behind. (One down side was that if you didn't walk though, you would have to pay again) This is all assuming someone doesnt just mine your door down or something like that to get in lol

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on payment door

    You could theoretically accept things like emeralds too, just adding in a second sorter next to the diamond sorter and have it trigger at an acceptable entry fee for that resource.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on payment door

    This sounds like a fun idea. Off the top of my head, I imagine it could look something like (no idea if this will work without testing it first):


    A chest or a hopper next to an iron door to collect payment. (or maybe a hopper in front of the door covered by a carpet)


    Leading to automatic sorter that sorts out diamonds and puts any non-diamond item into a miscellaneous/trash chest.


    Under the sorting system another hopper that holds the payment. Coming out from that hopper, have a comparator that sends out a red stone signal.


    When desired payment amount is reached, the comparator sends a strong enough redstone signal that travels up to the iron door, opening it. Maybe also triggering the storage hopper to deposit the diamonds into your collection chest and closing the door.


    When I get home, maybe I'll experiment to see if this works. Let me know if you have any questions.

    Posted in: Redstone Discussion and Mechanisms
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