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    posted a message on New use for the cauldron: tipping swords.
    Quote from KiwiKyle4»

    The cauldron is not particularly useful at the moment, so maybe this could make it a more valuable item. Players would be able to put a potion into a cauldron, (I’m not sure if this would mean using splash potion or adding a new interaction where the player dumps it in?) and then right click the sword on the cauldron to add 10 or so hits with that potion effect, each time they right click it and tip the sword, the cauldron would go down by 1 level. I also think that the sword should have a limit of about 50 hits of a potion effect, and maybe this could also allow for multiple effects on it at once. This could be useful for adding an extra punch on your enemies, or poisoning those pesky cave spiders right back! I think this could be a really cool idea and would love to see this in the game.

    P.S. Maybe which huts could have tipped swords in chests and the cauldrons also filled with a potion effect!


    I posted my support about this before. However, I did not play Minecraft for a couple years and used to be modding. Recently got back into modding and I would like to ask your permission to make a very simple mod about this and make a little showcase video on YouTube. I will give you credit for it.

    Posted in: Suggestions
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    posted a message on Make beacons stop mob spawning
    Quote from Agtrigormortis»

    The thing is, what is the point of this if light sources do the exact same thing to monsters?


    unless you meant animals too, in which case I do see the purpose with this

    it would prevent animals from ruining your crop fields. Animals jumping on a wheat field can ruin them.


    Additionally, an update to the beacons could be done to prevent raids so ravagers can't come and demolish trees and crops.

    Giving people more of an incentive to fight Withers, instead of just getting a boost to stats, you get to turn a small area into "peaceful mode"

    in addition to preventing animals from spawning in crop fields and ruining your harvesting area. Great end game content.


    Edit: this could be as a separate beacon.

    Having a beacon that boosts stats and disables mob spawning at the same time would be pointless, but then there are beacons that do different jobs anyway.


    I support.


    The only purpose would be to be able NOT to use any light. If you wanted to make a cool build, you are forces to use a certain arsenal of lighting blocks.

    Posted in: Suggestions
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    posted a message on Muffler block and speaker block
    Quote from fishg»

    I like this idea. More sound manipulations would be great for mapmakers.


    I think so too, noteblocks and jukeboxes are semi-useless atm and I could see a map with a noteblock song-collection become a thing.


    The fact that this is your first post (and for some reason the title) got me thinking this would be a bad suggestion, but after reading it, I can say I love it! It's very useful for map makers!


    Full Support


    I realized a little after I posted that the title was not optimal. Still a lot to learn I guess.
    Thanks for the support!

    Quote from tripleA9»

    This sounds like a great idea. I wish there was an easy way to apply this to entities such that the sound doesn't travel past the block (I love seeing my farm next to my base but I hate hearing it from the inside). Anyway, Support.


    Thanks for the support. Yeah, I am more of a technical player myself and I love making farms. But there is always a downside to building them near your base as you hear all the flyinig machine sweepers make a bunch of sound. However, you must have them kinda near, otherwise they will get into unloaded chunks regularly and be less efficient.

    Posted in: Suggestions
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    posted a message on New use for the cauldron: tipping swords.

    In relation to the new effect arrows, I love this idea.

    Posted in: Suggestions
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    posted a message on Make beacons stop mob spawning

    Quick detail: bounding boxes could still intersect the spawning area around a player even when theyre outside the 128 block radius, so it would probably have to be the radius + euclidean(beacon, corner of bounding).

    I did not play the game for a couple years, therefore didnt realize blocks did explicitly have metadata anymore. However, the F3 screen still shows some information about a block (snowy, for example). The 'spawnable' tag could still be a part of this.


    I like your bounding box more than the tag. However, I am still aware that the algorithm is not really made to deal with an area that simply disallows spawning (the lag issues you were talking about). Maybe the spawning algorithm should be changed to a more 'relaxed' approach, where the algorithm follows a curve of spawn tries per tick every time it fails (if it has succeeded before and needs to spawn something, try 30 times per tick, if it has failed spawning enemies like 500 times in a row, maybe only try to spawn stuff once every tick, of course with a minimum).

    I would also like to get a reply from you about the idea of being able to basically turn off mob spawning within a bounding box at all. Are there any gameplay-related issues with this I am overseeing?

    Posted in: Suggestions
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    posted a message on Make beacons stop mob spawning

    ITT: My idea is to add a metadata tag for blocks that disables mob spawning and have beacons set this tag in their area of effect.


    Firstly, let me start by saying why this feature is needed.


    Later in the game, building bases that are mob-spawn-proof is closoe to impossible. Often design of bases suffers because of the forced selection of a small pool of blocks that either emit light or are mob-spawn-proof (Where choosing for the former also impacts the design of a base). It is fairly obvious adding more light blocks doesn't solve the problem. Often, players just want a room where it is dark and still mob-spawn-proof.


    Blocks should have a metadata tag that prevents mob spawning on top of them, just like slabs and other spawn-proof blocks.


    My suggestion is: make beacons set the metadata tag described above for all blocks in a given area (the aoe of the beacon). This could either be something all beacons do, or a special effect that a beacon must be dedicated for. This makes it possible to make safe bases, where the limit of the design is now the builder's skill. I also think this feature would come in at a stage of the game where mobs spawning within a players babse becomes an annoyance while building. Again: this is not because the player cannot deal with the mobs, but because the player does not want to deal with mobs at all times, which forces the player to build a safe base (which forces the player into certain block choices).


    If the beacon suggestion is not accepted, the metadata tag would still be a great addition in my opinion, as some servers can then have a plugin or datapack which makes it possible to set that tag for certain blocks.


    Thank you for reading, any feedback is appreciated.

    Posted in: Suggestions
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    posted a message on Muffler block and speaker block

    ITT: My idea is to add a metadata tag to blocks that prevent them from producing sound. Addionally, add two new blocks to the game that alter the tags in an area of effect and relay the prduced sounds.


    Firstly, let me start with saying why this suggestion is needed.

    One of the reasons why Minecraft lags on more technical servers is that almost all things produce sound. This doesn't sound like a very extreme source of lag, but with a lot of pistons, although moving blocks which lags the server and client more, sound does also contribute to the lag of the client. Additionally, note blocks and jukeboxes cannot be heard clearly from further than 20 blocks away. Therefore, it seems like a solution is needed foor both these issues.

    (If anyone is interested I made a mod of this two or three years ago, I could see if I can still find the files for it somewhere)


    Firstly: all blocks (maybe entities, too) have a new metadata tag, which will be either true or false. When true, the block will be able to produce sound. It won't produce sound if the tag is set to anything else. This will make it possible already for mapmakers to stop blocks from making sound. So this would already be a great addition in my opinion.

    A new block called the muffler would have an area (small or big, doesn't really matter), in which it would set this tag of all the blocks that could produce sound. This way, piston doors could become silent, for example and redstone contraptions with trapdoors can be 'muffled'.


    Another block, the speaker can be connected with redstone to an arbitrary amount of mufflers. Any muffler can also be connected to an arbitrary amount of speakers. When connected and the redstone is active, the speaker will play any sound the mufflers in its network muffle. This would make it possible to make large noteblock songs and have the entire song clearly hearable in one room.


    I know a lot of people on this forum play on public servers and will probably not like this idea as it makes some traps way to powerful. Therefore I would propose an enchantment for a helmet which negates all muffling of any muffler blocks around the player.


    Please tell me what you guys think of this idea, any criticism is welcome.

    Posted in: Suggestions
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