• 0

    posted a message on Transporting Villagers with a Donkey or Mule

    Perhaps add to it that one needs a sufficient level of positive reputation for them to consent to be so led?

    But, in general, this would be really nice. I think a lot of us would like a less laborious way to get villagers to specific locations. I guess the question is whether the game makers want it to be easy or whether the current difficulty is intentional--perhaps so that villagers don't seem to much like your chattels.

    Posted in: Suggestions
  • 1

    posted a message on When will they add "visible" apples in trees tbh

    I'd love to see some version of this added.

    Quote from ScotsMiser»

    I concur that adding a seperate type of leaf block that would be guaranteed to drop apples would be comparatively simple, but the issue is not programming complexity… rather it is/was a decision about how the game 'should' work.


    Apples (and saplings, to a lesser extent) act as a reward for breaking leaves/waiting for leaf decay whereas blocks that ensured obtaining either would lead to a different style of logging becoming typical. (This is not to say such a style would be bad, but it was not what was choosen for MC; lobbying for a change thus needs to address why the change would be an overall improvement to the game,)




    You're right of course: this would drastically change the method of getting apples. But I think the change is arguably an improvement for several reasons:


    • Right now all oak trees drop apples. It would be preferable that only some trees be apple trees. This could be achieved by adding a new tree type. (That would be ideal to my mind.) But it could also be achieved by causing only some trees to grow with apple producing foliage.
    • Obtaining fruit currently requires breaking parts off a tree. This is odd, and makes setting up an orchard or the like pointless. It wouldn't be if fruit production didn't require destroying the tree.
    • Adding this feature would allow for all sorts of new interactions. Automated fruit harvesting could then be made possible in a number of ways, for instance by placing hoppers under the fruiting portions of the tree--or perhaps that plus something mechanism-related to make the fruit drop.
    • "Grafting" would be possible--IE obtaining the fruiting tree portions and then attaching them in a way you like. (I'd suggest that foliage connected to no tree should not produce fruit. But if not, and fruit produced regardless, then there would be further new construction options.)

    The only real worry I can think of is that apples would be much easier to obtain in the long run (though potentially harder in the short run if not all oaks produced them). I don't see how this would be any kind of problem though. Apples aren't currently good for much until coated in gold.

    Posted in: Suggestions
  • 1

    posted a message on New Agriculture Options (bees and mushrooms)
    Quote from ScotsMiser»

    It more or less is…

    Parts of the OP appear to be based on IRL shiitake cultivation which often uses a wax to seal the innoculation sites on the logs used for growing the fungus from contamination by unwanted wild species.


    Yes, ScotsMiser, you are correct. The idea is based on actual fungus cultivation, and that can include the use of wax to seal certain areas.

    (McNubberson, this would also be what I'd say to your point about mushrooms being wild and unpredictable: they do tend to be. But actual farmers have figured out ways around this--and there are already ways around it in game.)
    Quote from McNubberson»

    Beehives.


    I can somewhat support this. The only thing I am not on board with is silk touching the hives and the wax.


    You dislike them being obtainable with silk touch? I had reservations about that too. It seems too easy. But the game is pretty consistent about allowing it. If an exception could be justified, this seems like the place.



    As for gathering honey, I suggest glass bottle. 1 Hive equals 1 Bottle.

    Yup! That's the idea.

    You've expanded this out with further cultivation possibilities. That could be fun too. But I'd be content if it were limited to hives.

    And yes, there are many options for what to do with honey. Obviously, like anything else, it can be incorporated into alchemy with new potion recipes. But also, I'd hope that the food system will someday be made more sensible offering some sort of incentive for more elaborate cooking, and then honey (along with berries, coco, milk, and etc.) could have a perfectly good purpose just as an ingredient.
    Posted in: Suggestions
  • 1

    posted a message on The Disassembler

    Why the chance of extra ingredients? It seems like this sets up a resource generation loop: craft an item with expensive ingredients, de-craft, repeat. You could do it all standing in place. This doens't seem like the sort of thing that should generate resources.

    As to de-crafting in general, I'm not sure. Ideas like this have been floated, and featured in mods, for many years--it would be convenient. But I take it that part of survival play is that if your choices matter because your resources are limited--and that if you use a resource for something you may not be able to use it for something else is part of that.

    The metal in many items can be somewhat reclaimed now, though at significant loss. There's also repairing. And that seems to reflect where survival is at with regard to reclaiming resources. Full de-crafting would entirely change those dynamics.

    Posted in: Suggestions
  • 1

    posted a message on New Agriculture Options (bees and mushrooms)
    Quote from erictom333»

    Right now, growing mushrooms is just like growing trees. It's already a well-used method. It also has a very high yield (20ish out for every mushroom in).


    You're right. Perhaps this idea is superfluous, all things considered. Still, here's how it feels to me: it's like the cultivation of everything else is rather realistic (after Minecraft's fashion), but cultivation of mushrooms is done by fairy story magic! It does work well, and I have no complaint with fantasy elements in Minecraft, but it feels funny that this is the one crop that you can't farm in a down-to-earth way...
    Posted in: Suggestions
  • 1

    posted a message on Two(maybe three) new tree ideas

    I'd love to see fruit bearing trees added to the game. And apples don't seem an especially rare commodity, so it doesn't seem it would break anything.

    But why have harvesting destroy leaf blocks? It seems like this would use up the tree rather rapidly. Why not instead have certain flowing leaf blocks under which the fruit would grow. This would also allow for the possibility of automatic harvesting since where fruit would form would be predictable.

    Posted in: Suggestions
  • 0

    posted a message on Fix Paintings

    Paintings are not incredibly useful because they're such an idiosyncratic assortment of odd, and sometimes unsettling, little pictures. Almost none have been added since the early days of Minecraft, making them seem like a bit of a holdover. Ideas for fixing them have been floated many times, but almost all of them have to do with allowing for custom paintings. And I see problems with that approach. In light of changes made in 1.14, here's an alternate idea for making paintings more useful.

    (I'd speculate that the current devs have a similar attitude to paintings that they do to furniture--they'd rather we use our creativity to come up with our own decorations. But they did add features so that they could be placed more easily, so they do still seem to be supporting them. At any rate, hopefully this idea would fit with their general philosophy pretty well.)


    Add Painting "Styles" - Just as village architecture now varies according to biome, villager paintings should do the same. Paintings created by the player would be the same no matter where they were created and would draw from the same pool of images they do now. But paintings obtained from villagers would actually be of distinct types, and which you received would depend on the the biome of the villager in question. There would be an "Arid Painting" (dessert), a "Pastoral Painting" (plains), a "Sublime Painting" (taiga), and etc. Thus, in order to obtain the new paintings, one would have to locate villages of the appropriate sort and then build trade relations with them.

    Each sort of painting would pull from a different small pool of images in a style that would be at home in the village in question both in style and color pallet. Most new images should be fairly abstract, perhaps taking inspiration from real cultural art traditions. For instance, paintings originating from Savanna villagers would be reminiscent of African tribal art, those from snowy taiga would put one in mind of Scandinavian folk art, etc.


    To support this new system, the cost of trading for paintings from villagers should be raised significantly. Also, it might make sense to add a distinct "Artist" villager, rather than getting one's art from the shepherd (though, if this is not done, at least it justifies the current, bizarre decision to make paintings the highest tier trade). An artist could have an easel for a workstation, and give emeralds for various colored dyes and for white wool.

    One other, closely related idea: allow the artist villager to paint a "portrait". This could be the one nod to customizable paintings: a portrait would show the player's head in Minecraft's answer to classic portraiture. (Perhaps a full length version would be possible from the same item depending on where it was placed.) The appearance of the player would be taken from their skin, a file which the program already has access to, so no uploading of graphics or etc. would be required. It also wouldn't create any avenues for abuse beyond what exists already.

    Posted in: Suggestions
  • 1

    posted a message on New Agriculture Options (bees and mushrooms)
    Quote from math3223»

    what if you could make a sticky potion using bees wax or honey which would allow you to stik on to vertical walls


    Sure! I mean, as far as I'm concerned, there are tons of options for things to do with wax, some more obvious than others. I suppose I should stick some in to the original post. I just didn't feel like this idea needed to be committed to one use or another.

    Posted in: Suggestions
  • 1

    posted a message on Further Uses of Bamboo

    I really like the new bamboo, but it might be nice if it had a few more uses. Here are three suggestions, very much in keeping with how bamboo is used in real life:

    Bamboo Mat - This would simply be an appropriately patterned carpet block made from bamboo rather than wool. Given the fecundity of bamboo in game, two bamboo to one mat (using the current carpet crafting pattern) seems about right.

    Bamboo Block - Scaffolding is great, but what about a more durable bamboo construction option? I have in mind a solid block of bamboo. It would be handled by the game like a log, from the sides giving the impressions of a bamboo wall with bamboo stems running parallel to each other. It would be easier to break than wood, but would lack scaffolding's specially fragile properties. The crafting pattern would be a 3x3 square of bamboo, producing 3 bamboo blocks.


    Bamboo Fence - This is pretty self-explanatory. It would be crafted from bamboo block and bamboo, and would act like other sorts of fence, save that, again, it would be somewhat easier to break. In appearance it would work like wall, only with uniform thickness and a thinner profile view. (It would provide a nice aesthetic element for making things like bamboo screens.)


    All of these together would allow for some new, Asian influenced elements in building aesthetics. They would also, just as bamboo sometimes does in real life, provide some economical building options (with trade offs) for those blessed with an abundance of bamboo.

    Posted in: Suggestions
  • 0

    posted a message on Golem Spawning is insane
    Quote from notyourcomrade»

    I kept killing them and they kept spawning again, but when I just dragged them out of homes without killing, they eventually reached the cap and stopped spawning.



    This is what I ended up doing as well. To keep them from getting in my way I dug a pit and lead the golems into it. Now they are out of the way but won't simply be replaced.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Sextant and Astrolabe

    I really like this idea, especially the sextant. If a lot of us are going to use the coordinates anyhow, then let's incorporate them into ordinary gameplay.

    Posted in: Suggestions
  • 1

    posted a message on New Agriculture Options (bees and mushrooms)
    Quote from erictom333»

    Mushrooms can already be farmed.Just bone meal the mushrooms so they grow into huge mushrooms, cut down the mushroom, repeat. Has a surprisingly high yield.




    Yeah, I knew about the giant mushrooms. That was why I said, "Right now, farming mushrooms is not especially practical unless one grows giant mushrooms. I'd like to see an option to cultivate mushrooms more like other crops"


    It isn't that I want more mushrooms, it's that I'd like a more agricultural method of farming them.

    Posted in: Suggestions
  • 1

    posted a message on New Agriculture Options (bees and mushrooms)
    Quote from ScotsMiser»

    Mushrooms:

    Regular (ie small) mushrooms can already be farmed, the process is just not very efficient in terms of either space needed or food retruned.

    Mushrooms [red and brown behave the same] will spread in areas with "light levels below 13 and not directly underneath the sky"; the main constraint is that "[t]hey will spread only if there are fewer than 5 mushrooms of the same type in 9×9×3 [9x9, 3 high] area".



    Ah, for as long as I've been playing, I somehow did not know this. That's an oversight on my part. I still like my idea and think it worthwhile, but I'll fix my post to reflect facts.


    Quote from ScotsMiser»

    Bees, Hives, Honey, Beeswax:


    This ought be in its own thread with the uses for honey/honeycomb [Note all the usual arguments against new foods are likely to apply] and beeswax (if any) detailed as the hive itself is unlikely to be seen as having sufficient utility to merit addition.


    Without these, the hives seem rather like a noise producing cactus with glowstone/sea lantern procurement rules…



    Indeed, the normal arguments against new foods would apply. In fact, the game already includes many more foods than there is good mechanical reasons for. Red berries, for example, add nothing of actual use in the way of new food. I do not think this is a good reason not to include more food options. (And, judging from the berries, beats, and etc, neither do the devs.) This does, however, seem like a great reason to fix the food system up. That's been asked for so many times I don't need to to rehears the reasoning.

    I'm not sure what you mean by "utility"--but sweet berry bushes also seem to lack it. Per your reductive description, bushes are just a cactus-like cobweb that spawns like a flower. That doesn't seem to render them pointless: they add to ambiance and immersion, make the world more diverse, and provide new things for players like me to seek out and cultivate. And they can be given important interactions with existing systems (as when the berries are used to attract foxes, even though other foods could have easily done this job). If the "utility" you're asking for isn't present in features being added to the game right now, then I'm not sure why new ideas need to have it.

    Posted in: Suggestions
  • 1

    posted a message on New Agriculture Options (bees and mushrooms)

    I enjoy the farming aspect of Minecraft and would like to see it further expanded, especially in ways that add flavor. To that end I have two ideas:

    --New Mushroom Farming Method: Right now, farming mushrooms is not especially practical unless one grows giant mushrooms. I'd like to see an option to cultivate mushrooms more like other crops: a way of growing ordinary-sized mushrooms which is faster and more reliable than their current random spread. Here is my idea: in real life, a method for farming mushrooms is inducing them to grow on specially treated wood. Here's my idea: add a crafting recipe for "inoculated log" which takes a log, four mushrooms, and water (in bottle or bucket). Inoculated logs would look like rotting wood, and would be placeable. If placed in a sufficiently low light environment mushrooms would sometimes sprout on the log.


    (This has the advantage of altering the existing game very little. For survival play, this does not upset the ordinary curve, as inoculated logs will generally be harder to obtain than a number of other food sources. But they could provide a new option for certain survival challenges and the like.)


    --Beehives: Beehives would be naturally occurring, forming either on the ground or in trees in the appropriate biomes--which would be those which naturally feature flowers. A beehive would be a single block, would make a buzzing noise noticeable from nearby, and it would generate bees. (It would be fun to have bees be mobs like bats, but if that were too intensive a particle effect would do.) Bumping into or striking a beehive would generate a swarm of bees status effect which would take damage over time for a minute and could be removed by submerging oneself in water. Hives could be prevented from producing swarms by building a fire so that smoke is present in any block adjacent to the hive (bellow or on any side).

    Hives would have two states, full and empty, which would be subtly different visually. Using an empty jar on a full hive produces a jar of honey (like milking a cow) and makes the hive empty. Hives refill at a rate determined by the number of flowers within a fifteen block radius of the hive (similar to the mechanics of an enchanting table).

    Beehives can not be obtained except with silk-touch tools. Breaking one normally produces 3-4 pieces of comb. Using sheers on a full hive produces 1 comb and empties the hive which will then take longer than usual to become full again. 5 comb can be crafted into a new hive.

    There are all sorts of ways to plug honey and comb into crafting. Honey will feature in cooking and potion making. Comb could be used to make wax by melting it in a furnace. Wax is a versatile substance, and in-game it could be used for any of the following, though none is an essential part of the idea:

    • Candles - these would be crafted from string and wax with the option to add dye for color. They would be as bright as a lantern, but wouldn't melt snow, and could be placed on non-solid blocks. (Christmas tree with red candles anybody?)
    • Treating logs (see above) - in real life wax is sometimes used in this process, so it could be part of the recipe.
    • Wax block - Aside from being just one more block, I can think of some interesting functions wax blocks might have like changing texture when the block is walked on, or melting in the presence of heat or redstone charge.
    • Redstone paste - people have been asking for a better way to run redstone signals vertically for a while. Mix redstone with wax and let the resultant paste adhere to vertical surfaces. Voila!
    Posted in: Suggestions
  • 0

    posted a message on Llama Clutter
    Quote from ScotsMiser»

    This, Trader llamas won't despawn, is noted in the comments to have been reopened two days ago [19Apr28-0854] despite still being maked as fixed in 1.14 pre-release 1


    Upvoting the bug report to let MS/Mj know your interest might facilitate a more rapid correction, although probably not until 1.14.1 (promised 'real soon now')


    Thanks, ScotsMiser. I wasn't certain it was a bug, but that makes sense. I'll vote it up.

    Posted in: Recent Updates and Snapshots
  • To post a comment, please .