Seeing these comments, totally confuses me how I didn't realize it before. You're right. To be honest if they were to have a new set of gear, it should just be more than "better than netherite."
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Dec 1, 2020Tucosifo_ posted a message on 7th Tier ToolsPosted in: Suggestions
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37xzvs posted a message on 7th Tier ToolsPosted in: SuggestionsQuote from Puffy_Pony»
Perhaps an "Enderium" (or whatever the material is) upgrade to Iron can create something like the Resonant Iron found in a few mods, allowing the player some limited teleportation abilities in exchange for durability on the armor
YESS! Glad to hear someone agrees with me on something. Enderium sounds cool as well. Maybe just Ender, for the ore name? Ender Armor and Ender tools. The armor teleportation is something that I would LOVE to see in the game though.
17xzvs posted a message on 7th Tier ToolsPosted in: Suggestions
You could possibly make this "enderite" material the same rarity as netherite. However, there should definitely not be a 7th-tier weapon. 6 tiers is enough. Maybe, if you upgrade to netherite, you can't have enderite? There should be multiple 6th-tier weapons, like Netherite sword, and Enderite sword being on the same tier. The enderite sword could possibly have a special "dash" attack, that makes you dash forward in the direction you're facing in, doing 8 damage? The tradeoff would be that you could possibly get hurt by mobs while dashing, like zombies' contact attacks, and every time you dash, the sword loses 2 durability. Similar to how endermen escape by teleporting and moving quickly, enderite could give you similar buffs. Enderite armor could give you a little speed boost, similar to how netherite armor gives you knockback resistance and is impervious to lava and burning.
Just some of my thoughts on enderite.
2TheMasterCaver posted a message on 7th Tier ToolsPosted in: SuggestionsQuote from Agtrigormortis»
but if they were to be made mutually exclusive enchantments on tools then you'd have a much harder time keeping them fully repaired, especially without mob spawners for XP repair stations.
And this would be the absolute WORST change that could ever be done - XP farms should NOT be a part of the game at all - it should be balanced around no mob/resource farms or XP farms whatsoever, which is why TMCW so heavily nerfs many such farms in favor of a playstyle revolving around caving (want lots of XP? Sure - kill naturally spawned mobs and mine ores, from which I get over 5000 XP per play session, enough to restore 10000 durability to Mending gear). TMCW even lets you put Mending and Infinity on bows (just as you can rename bows in vanilla 1.6.4 to repair them indefinitely; IMO, this was just a cheap hack to nerf using Punch bows to boost elytra but they should have instead nerfed Punch so it didn't boost you). This is also why my own version of Mending simply keeps the prior work penalty from increasing when repairing items in the anvil, which is also a "nerf" to automated farms like fishing farms as you must manually repair items (of course, the exact same applies to vanilla 1.6.4 so this isn't really a nerf).
In fact, Mojang actually significantly buffed Mending in 1.16 - previously, the game would randomly choose an equipped item and if it didn't need to be repaired it would just add it to your XP bar - now it will check every item until it finds one that needs to be repaired, only adding to your XP bar if none are damaged, cutting costs 6-fold for the case where you have 6 Mending items with only one needing to be repaired - that actually far exceeds the benefit of Unbreaking (4-fold on tools) - yet from what I see the majority of players still rely on "repair stations" (much as 1.17 will not lessen the abundance of mineral resource farms, no doubt - most players will probably only do a tiny bit of additional caving to get the new items; at least copper may only be obtainable by mining it unless they add it to mob drops/trades).
Obviously, my solution to this issue, which would also make durability actually matter again and allow for more tiers (currently it simply provides a buffer provided that you regularly get enough XP to top it off), is to revert the anvil mechanics and make Mending keep the prior work penalty down, just as it does in TMCW, which would also fix the issue of overpowered enchanted gear since you must pay for both durability and enchantment costs when repairing an item (this means that you can put more enchantments on lower tier items; for the same enchantments netherite would be the most expensive and gold the cheapest due to the durability cost. Enchantments also have their own costs; Sharpness V costs 5 levels, Looting III costs 12 levels, Unbreaking III costs 6 levels, and so on).
1Agtrigormortis posted a message on 7th Tier ToolsPosted in: Suggestions
I would be okay with Enderite tools, but they must be ultra rare items that are exclusively found in chests inside End cities to avoid balancing issues with the game. The simple fact is we already have a lot of strong and useful materials in the game that one can argue, (and not just argue, but justifiably so), the existing materials in the game are enough to keep Minecraft players well equipped. With such high level enchantments in the game was netherite even necessary? not really, but it happened, not that I'm complaining.
I disagree with the claim that enchanted diamond tools are "severely overpowered". Mending and unbreaking may make it seem that way but if they were to be made mutually exclusive enchantments on tools then you'd have a much harder time keeping them fully repaired, especially without mob spawners for XP repair stations. Plus diamond is a rare ore underground, much rarer than iron ore and redstone.
2Puffy_Pony posted a message on 7th Tier ToolsPosted in: Suggestions
I don't think we need more flat upgrades for gear modification. Netherite is very powerful already. Further gear modifications should be lateral shifts, trading off value in some department for value in another. I do think we should have some kind of gear set associated with the End, but not as presented here.
1TheMasterCaver posted a message on 7th Tier ToolsPosted in: Suggestions
I beg to differ; a Sharpness V diamond sword deals 10 damage, which is enough to kill most mobs in two hits but zombies, the most commonly encountered mob by far, require more damage due to their innate armor (at maximum penetration you need to deal about 20.3 damage, just 0.3 more than two hits will deal) - I'd consider the extra 1 damage dealt by netherite to be invaluable just for this reason. The additional armor toughness is also highly beneficial against creeper explosions (I'd rather have armor that was completely unaffected by armor penetration, even if it only had as many armor points as e.g. iron).
Also, ancient debris is actually more common than diamond within their peak layers; diamond peaks at about 0.12% while ancient debris peaks at about 0.16%, but within a very narrow range, which hardly matters if you know the layers (layer 14). You do need 4 ancient debris per netherite ingot but you only need one ingot to upgrade diamond items (I don't even bother using Fortune on diamond and I literally have an entire chest filled with diamond blocks in one world). It is also much easier to mine through netherrack than stone; no need for Haste II + Efficiency V to instantly mine it, or just use beds, taking advantage of the fact that ancient debris is blastproof and burn-proof (all you need is a Fire Resistance potion and you don't need to worry about exposing or clearing lava when mining it).
Then again, my own mod adds an even rarer resource, amethyst (not to be confused with the stuff in 1.17; it makes armor and tools which are quite similar in status to netherite) - and unlike modern versions (my version of Mending just keeps the prior work penalty down) I actually need to keep mining more in order to maintain my gear, with nearly all of what I find being consumed, even with a playstyle that sees 3000+ ores mined every day (the Wiki says that there are 1.685 ancient debris per chunk, while a 2000 chunk area of a world made with TMCW had 359 amethyst ore - just 0.18 per chunk and 0.014% of blocks on the 5 layers above lava level. Even on layer 1, where it is most common so I can branch-mine to get what I need early on, it was still only 0.058% of blocks).
1daddydean1223 posted a message on Furniture mods, mods in generalPosted in: MCX360: Discussion
Ok, so I am a Dad new to Minecraft trying to help my son as he explores Minecraft more. He has Minecraft for the XBox360 and wants to put MrCrayFish furniture mod on there. I have dug though YouTube and all I get is 50 different people with 50 different programs doing it 50 different ways. Can someone either explain to me how to do it, or point me to a thread that will show me? I am pretty proficient with computers, but I am brand new to Minecraft.
Thanks for your help.
2Puffy_Pony posted a message on Stonecutter Upgrade For Copper OrePosted in: Suggestions
I agree with Endermage--this should just be part of the Stonecutter's functionality, no upgrade needed
4Endermage77 posted a message on Stonecutter Upgrade For Copper OrePosted in: Suggestions
Copper is softer than iron, which is what the stonecutter's saw is made of. It wouldn't need any additional upgrades to be able to cut copper blocks, I reckon.
1FirEmerald posted a message on Change 'Weathered Copper' to 'Oxidized Copper'Posted in: Suggestions
if all else fails a simple resource pack could do this.
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