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    posted a message on Small Suggestions
    Quote from MARlNERO»

    There is caffeine in the tea. Tea contains more caffeine than coffee. Nobody says what the tea is a drug. Children kill animals and each other in the Minecraft.They drink extremely heavy drugs (magic potions) too. We must prohibit a lot of things here

    Minecraft's violence falls under the umbrella term "fantasy violence" meaning it's unrealistic, people and creatures don't bleed, corpses aren't left behind but instead poof out of existence after falling over, the primary enemies of the game are monsters, etc.

    The "magic" nature of potions thus makes them also an element of fantasy and thus are not directly relatable to today's concepts of drugs. Minecraft's potions are not mind altering substances, they offer physically impossible buffs and debuffs and cause your body to emit colored particles.

    They are performance enhancers. By analogy they have more in common with steroids than with recreational drugs.

    However the above is all moot. Because potions are "magic" they are thus pretend. Children understand the concept of pretending, they are natural born MASTERS at the art. They know and understand the difference between reality and fiction. Particularly the ages recommended by the ERSB for playing Minecraft.

    The ESRB sees Minecraft's current content as fit for children and adults ages 10 and up. I do not dispute their claim and see nothing that needs to be removed from Minecraft to make it more kid friendly.

    Children emulate what they see, yes. But again what they emulate far more than games or TV are the people around them. They are who children pay the most attention to and thus are the ones who need most to be paying attention to those children and what those children see.
    Posted in: Suggestions
  • 2

    posted a message on Small Suggestions

    Semantics about what things are and not drugs aside (since really that's irrelevant). It makes sense for a Minecraft, a game rated E 10+, to not include any substances illegal or dangerous for humans consume for the ages of 10 to 18.

    Thus illegal drugs, or age restricted substances (tobacco and alcohol) should be excluded from Minecraft. Else the ESRB reevaluate the game and raise it's rating.

    As for caffeine. I'll agree it's a (mild) drug and can be dangerous in large quantities, that said though I doubt its existence in Minecraft (in the form of coffee) would be that big of an issue.

    Kids would seek to emulate their parents/adult caretakers first before emulating game characters. And at the risk of overgeneralizing, adults drink coffee all the dang time. So if kids are encouraged to drink coffee at all it's because of its prominence in society at large. Coffee existing in a video game won't make much of a difference. Just a drop in the mug so to speak.

    That said, the original coffee suggestion a few pages ago argued the necessity of a sleep/rest system in game.

    THAT is the thing I disagree with. I don't think Minecraft needs another tedious bar to manage for survival. Health and hunger are enough.

    I think it'd be better to basically make coffee into an effective "haste potion." Brew coffee beans in a brewing stand to create coffee that when drunk increases your mining and attack speed similar though perhaps less than the effects of Haste on a beacon. This would simulate boosts in "alertness and productivity" often associate with coffee in real life and one of the primary reasons people drink it.

    Further when the effect wears off it could even inflict the player with mining fatigue to simulate caffeine withdrawal, if the developers decide there must be a negative effect associated with coffee. (I don't really think there needs to be one)

    Posted in: Suggestions
  • 2

    posted a message on Solar and Lunar Eclipses!
    Quote from Badprenup»

    Possibly, but putting them on two separate cycles and making eclipses possible but rare and making the light level change based on the sun and moon overlapping is a heck of a lot harder than a simple function and random number generator.

    Harder sure, but the trickiest part is coming up with the math equations, but you only ever need to do that once. The rest is just letting a computer calculate things.

    The sun can remain the same, it would dictate day and night. The moon would be on a separate orbital rail with a slightly faster speed and have the rail 'wobble' very, very slowly should probably simulate enough changes for possible but rare eclipses. This would double the number of calculations for positions of celestial objects in minecraft (since the moon would no longer automatically be 180 degrees opposite the sun).

    Sun and moon positions are functions of time within a day/night. Moon rail wobble angle a function of days within a Minecraft "year" (or just time on a larger scale). Because it's on a larger scale it only needs to be updated once per in game day thus minimal calculation overhead.

    The dimming level for the eclipse can be calculated on the sun and moon's positions when their distance is less than the radius of their sprites. A simple vector calculation with no obstacles. I don't know how mob pathfinding works but seeing as zombies can navigate mazes I'm guessing the algorithm involved is a lot more complicated than a simple distance calculation between two moving objects.

    If eclipses are worth adding to the game, they're worth being added in right. I'd prefer some consistency in how the moon is moving overhead even if I rarely pay attention to it.

    Posted in: Suggestions
  • 3

    posted a message on Trapped Hopper

    Straight up brilliant suggestion.

    Simple suggestion. Clever mechanic. A somewhat needed mechanic. Great crafting recipe. A boon to redstone builders everywhere. Sounds like a very "Minecrafty" item too.

    Seriously, using a trapped chest is really smart. Logically the trapped chest when activated would disable the hopper this simply changes the method of activation to something hugely useful.

    Not to mention filters are sometimes referred to as "traps" in real life. (The lint trap in your clothes dryer for instance)

    Best item filter suggestion I think I've ever read.

    Posted in: Suggestions
  • 1

    posted a message on Small Suggestions
    Quote from Fabian42»

    Penguins: Hm, maybe. Would be hard to explain why they're in the same area as ice bears. :D

    Not really. Not any harder than explaining how blocks float. ;) And even then we could even have the individual biome flip a coin on whether it spawns polar bears or penguins.

    Besides penguins are better suited to spawn on cold beaches or in ocean biomes near to an icy biome so they're more likely to have access to wide open areas of water. And they'd better swim like penguins too instead of just bobbing up and down in the water like most mobs.

    I wouldn't be at all interested in penguins if they only lived on land and waddled.

    Posted in: Suggestions
  • 2

    posted a message on "Suicide Chest" for Lack of a Better Name

    It's an interesting idea, but personally I'd rather keep my more valuable items in my Ender chest which when broken doesn't drop anything and I can keep the items. With enough shulker boxes and a silk touch pickaxe I typically have more than enough space for all my valuable items in a secure and conveniently mobile storage system. Other chests then become storage for items I either have in bulk or don't mind losing.

    I find it unnecessary but I wouldn't mind it's inclusion in Minecraft.

    Lukewarm Support.

    Potential other names (though I don't particularly mind "Suicide Chest" others might):

    "Cursed Chest," "Vanishing Chest," "Greed Chest," "Magic Chest," "Nether Chest"

    Posted in: Suggestions
  • 2

    posted a message on Yet Another Ocean Suggestion

    I really like this suggestion! It really adds a lot to oceans without going overboard.

    Pun very much intended.

    Posted in: Suggestions
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    posted a message on Small Suggestions

    A small modification to zombie AI. Make zombies less likely to detect and target Nitwits.

    Zombies should not be able to see Nitwits through walls (like they can see other villagers), detect Nitwits at only half the distance (24 blocks instead of 42), and should prioritize chasing down useful Villagers over Nitwits to the point where if they are already chasing a Nitwit and see another villager or a player, they'll switch targets.

    The joke here being that Nitwits don't have any brains.

    Gameplay Benefit: It's easier to repopulate a village if zombies missed one or more of a village's Nitwits which they well might if zombies can't see the Nitwit through the walls and the Nitwit happens to be alone.

    Posted in: Suggestions
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    posted a message on Silk Sword

    I think most of the time people on these forums are a little too quick to say OP.

    Let's examine the numbers first and then decide.

    According to the Minecraft wiki the chances of a Wither Skull dropping are:

    2.5% Normally

    3.5% with Looting I

    4.5% with Looting II

    5.5% with Looting III

    100% with a charged Creeper explosion.

    So this puts average number of wither skeletons killed per skull obtained to:






    No one's mentioned any numbers for the silk touch sword's head drop chance so I'm just going to assume it would be the same as a Wither Skeleton's natural chance to drop a head. So in other words it increases a mob's chances of head droppage by 2.5%

    So if it stacked with Looting the chances for Wither Skulls are as follows:

    5% : 20 skeletons per skull

    6% : 17 skeletons per skull

    7% : 15 skeletons per skull

    8% : 13 skeletons per skull

    If it didn't stack with Looting (which seems far more logical since Looting is the weapon version of Fortune and Fortune and Silk Touch are incompatible) but still boosted Wither skull drops then Looting III (5.5%) would still be better than Silk Touch (5%) on a sword when trying to collect wither skulls.

    So anyhow I support Silk Touch or a similar enchantment on swords where it allows for mob head drops and even if it doubles the base chance of Wither Skeletons dropping a skull as long as Looting and Silk Touch can't go on the same weapon.

    I don't support spawn eggs in Survival, since I think the hoops one has to go through to catch, transport, and name mobs (so they don't despawn) to be more interesting gameplay than simply plopping down an all too convenient spawn egg.

    Now onto the other stuff in the original post that I didn't see anyone else mention since they were too busy freaking out about spawn eggs:

    Quote from Robloxer11 >>
    If you use a Silk Sword on a monster like an iron golem or a snow golem, you get the blocks from them like iron block or snow block.

    I don't mind this one particularly as iron golems are unaffected by the Looting enchantment. Support.

    You also may get more food from animals u kill.

    Looting already increases food drops from animals. This is unnecessary.

    Charged Creeper heads can be used for charging items if that is ever added, or for electricity.

    I'm fairly sure Charged Creeper Heads don't exist in the game, as it's not considered a different kind of mob. A charged creeper would just drop a regular creeper head. Further I see no reason to change this for a mechanic Minecraft doesn't have and isn't a major part of your suggestion.

    Some heads can also be crafted into other stuff. Like a zombie head gives you rotten flesh, or a skeleton head gives you bones.

    Why? Mob heads are FAR from useless. They're great for decoration, can be put on player's heads, and can be crafted into Creeper Face firework stars. No need to make them craft into other mob parts.

    TLDR Summary:

    I don't like Survival spawn eggs, do like mob head droppage even with increased Wither skull drops so long as Silk Touch and Looting conflict each other, find golem block drops acceptable, don't like increased food drops, don't like Charged Creeper Heads, don't like breaking down mob heads.

    3/7 Partial Support.

    Posted in: Suggestions
  • 1

    posted a message on GLOVES & RINGS (Don't worry I have good points)
    Quote from MuffinManatee»

    That's actually a good idea, but the chestplate is your most valuable line of defense, and the gloves don't help enough to cover that. Maybe they would use up your offhand instead, so you can't hold shields or anything. Also using up the hand slot instead of the chestplate slot makes more sense to me.

    I wasn't keen on this suggestion until this thought. Having gloves/rings turn the offhand slot into an armor slot for a boost towards attack speed or for an additional enchantment opportunity is rather brilliant. It goes from a generic minor catch-all player buff to something that requires careful thought and strategy. I like that.

    Posted in: Suggestions
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