• 1

    posted a message on Bring back sword blocking and super seeecret settings

    Honestly, the sword blocking was buggy and unintuitive. Shields are powerful given how little materials are needed to craft them, but aren't as overpowered as you claim - like Jancrash said, there are a lot of ways to damage players even if they have a shield, and shields are limited in only protecting what's in front of you.

    Posted in: Suggestions
  • 1

    posted a message on Minecraft 1.16 Update Opinion Thread

    As a person just getting back into Minecraft again...this update looks amazing! The Nether has always felt a little empty and lackluster, and it really seems like they've knocked it out of the ballpark to add content that is both unique and balanced. Can't wait for it to finally be released!

    Posted in: Recent Updates and Snapshots
  • 5

    posted a message on Rare mobs (Both in Overworld and Nether)

    Before I begin this, let me say that I don't expect these to get implemented into vanilla Minecraft. I don't expect some modder to make these. The reason I am making this thread is because it is obvious that rarer mobs are something the general community wants, and I wish to offer up my ideas and see what people think.
    With that out of the way, here we go:

    Roc

    Hostility: Aggressive

    Location: Extreme Hills+ biomes, overworld

    Health: 20 hearts

    Physical Description:

    Take the spoilered image above, turn it red and make it twice the size of the player. That's about what I envision the Roc appearing like.

    Characteristics:
    The Roc spawns very rarely, and is more or less like an Elder Guardian of the Ocean Temples in the sense of being a mini-boss. Living at the top of mountains - only when the mountains exceed a height of 150 - a roc is fiercely protective of its territory. Upon your arrival, it will follow a method of attack similar to that of an Ender Dragon: swooping and diving at you, but occasionally changing direction to avoid arrows and such.

    Drops:
    The Roc will drop 4-5 red feathers. Red feathers will serve as helping to make naturally-burning Fire Arrows; you no longer have to send arrows through lava or fire to make it happen!


    Phantom Knight

    Hostility: Aggressive

    Location: Caves, overworld

    Health: 8 hearts

    Physical Description:
    It is at human height, but looks like floating, transparent armor carrying an iron sword.

    Characteristics:
    The phantom knight will spawn very rarely in dungeons. It is transparent and can travel through walls, emitting a ghastly wail that sounds a bit like the knight is still challenging its old foes. Arrows merely bounce off of it; only a sword can deal damage to this fiend.

    Drops:
    The phantom knight will drop a glowstone block – its lost soul – in addition to offering the chance of dropping its iron sword/armor.


    Coelacanth

    Hostility: Passive

    Location: Water, overworld

    Health: 5 hearts

    Physical Description:
    A large fish – the size of a squid. I can’t do the actual creature justice, so here’s a picture link: http://en.wikipedia.org/wiki/Coelacanth

    Characteristics:
    The coelacanth will be a very rare mob – far rarer than any of the current mobs. It will actively go after chickens if they are in its pool of water; after eating a certain number of chickens, the coelacanth will grow in size until it is as large as a cow. At this point, the coelacanth will either continue to attack chickens – in addition to pigs – or will get stuck on land and die of lack of oxygen.

    Drops:
    The coelacanth’s drops are what make it special: a fossil block. Fossil blocks can take the form of a head, torso, or tail fin, allowing the player to place them as a form of decoration in their homes. Fossil blocks, when placed in the crafting grid alone, will form 3 bones, kind of like how 1 bone makes 3 bonemeal. So 1 fossil gives you 9 bonemeal, essentially.

    Scorpion

    Hostility: Hostile

    Location: Nether

    Health: 12 hearts

    Physical Description:

    A giant, reddish-black scorpion.

    Characteristics:
    The scorpion is a spawn that occurs infrequently compared to the Ghast and zombie pigmen. Appearing in groups of 2-3, it is like any other Nether mob incapable of being harmed through fire. They will attack the player if he/she comes within range, snapping at the player with its pincers. Should its tail strike the player, the player will become poisoned.
    Scorpions, over time, will build hives, which will continuously spawn small Hornets. So, even after the scorpion despawns/is killed, it can wreak a little bit of havoc and prove dangerous; left alive, it can provide an infinite source of some materials, if controlled.

    Drops:
    Scorpions will drop armor-plates, which can be crafted to create a new set of armor: plate-armor.
    Plate armor has the durability of iron armor, but automatically harbors a Fire Protection enchantment (in addition to being enchantable through other means); an incredibly useful tool for Nether warriors.


    Hornet

    Hostility: Hostile

    Location: Nether, near Hives

    Health: .5 hearts

    Physical Description:

    About ½ the size of a chicken, hornets look like small flying insects with stingers.

    Characteristics (Hive):
    The hive is a 2.5-block high structure that appears like a stalagmite in the Nether. While they can exist on their own normally, this is incredibly rare; scorpions, however, can create hives with relative ease.

    Characteristics (Hornet):
    Hornets will not spawn unless there is a hive nearby; if the hive is destroyed, no more hornets will spawn. Hornets are naturally-aggressive mobs that spawn in groups of 4-5. They will attack any other mob except the scorpion. They only do .5 hearts worth of damage per strike, but in a group, that damage can add up to kill the player off quickly. Almost any strike with a tool or weapon will destroy them.

    Drop:
    Hornets have the small chance of dropping armor plates; this chance is very small, however.
    Hives, when destroyed, can be picked up; thus, it is possible to place it in a mob trap that will give the player an infinite source of armor plates.


    Treant

    Hostility: Passive-aggressive

    Location: Overworld, forest biomes

    Health: 10 hearts

    Physical Description:
    Looks like a regular tree, only it has roots with which it attacks.

    Characteristics:
    The Treant is a tree-like mob which appears occasionally in forest biomes. For the most part it is passive, and will not attack the player at all. However, should the player attempt to attack the treant– or cut down the trees around it – it will begin attacking the player with its whip-like roots. The roots will rise from the ground and smack the player, dealing 1 heart of damage per strike.

    Drops:
    A chance of 2-3 wood blocks (type dependent on biome), as well as 2-3 apples.


    Birds (variety mob)

    Before I begin this, I realize that the latest update (1.12) has birds similar to what I’m proposing. But since not all of them are there yet - and my ideas are slightly different from theirs - I am still including this.

    Hostility: Passive

    Location: Overworld

    Health: 2 hearts

    Physical Description: (will be explained later)

    Characteristics – General: Birds will not offer too much as far as different gameplay, but instead will offer more of an aesthetic appeal to Minecraft; having different kinds of birds appearing in different biomes, offering background noise and helping to distinguish biomes from one another.

    Ocean: Seagulls will be slightly less common than most of the other birds simply because hearing their cry all the time would get annoying. Seagulls can sit on the water, are capable of flying, and walking around on the sand (they will actually avoid landing on dirt or trees). Ducks will also spawn, but in far fewer numbers and not nearly as commonly as seagulls. At night, they will either remain still in the water, or will stay still on land.

    Rainforest: While the rainforest biome is sorely lacking any distinction in the current Minecraft, with birds, that distinction might be at least a little bit more clear. Toucans and macaws will not be very common, mind you, but they will spawn often enough so that you can tell that you’re in the rainforest. At night these birds will sit in the trees, unmoving.

    Snowy biome: Owls will appear in the snow biomes. During the day they stay in one place, but once the sun sets they fly around and hoot and everything.

    Desert: Roadrunners will appear in deserts. They do not fly, but can jump up to two blocks high. They will leap atop cacti and sleep there at night, not taking damage; if you destroy the cacti while they are sleeping, they will run off and try to find another one.

    Forest/Grassland: Cardinals, blue jays, and doves will be fairly common in these biomes, but chickadees will be far more common than the others – being about as common as current animals. At night they will sleep in the trees.

    Drops:
    When slain, all of these birds will only drop 1 feather.


    Winter Wolf

    Hostility: Passive-aggressive

    Location: Overworld, snow biomes

    Health: 10 hearts

    Physical Description:
    A larger, thicker-coated version of the current wolf, with a more profound tail and detailed coat.

    Characteristics:
    The winter wolf is an untameable variation of the current wolf. Like the regular wolf, the winter wolf will hunt down sheep, in addition to pigs and chickens. If the player should strike the winter wolf, it will attack the player; other winter wolves will also attack the player within a certain radius.
    A unique trait, however, is that if the player has a regular wolf accompanying him/her, winter wolves will instantly target that wolf, but not the player. This makes it that regular wolves are not necessarily safe all the time even if the player is safe, and would add an additional sense of caution into the game.

    Drops:
    Winter wolves will drop wool like a sheep, though they cannot be sheared like one.


    Crocodile

    Hostility: Aggressive

    Location: Overworld, in small bodies of water

    Health: 10 hearts

    Physical Description:

    Well... it looks like a crocodile, only with Minecraft's blockiness. Is there anything more that needs to be said?

    Characteristics:
    The crocodile would be a hostile mob that appears occasionally in small bodies of water - meaning lakes and rivers compared to oceans. If it sense the player in its same body of water, it will begin swimming towards the player and attack. It will also follow the player on to land, but only for 10 blocks or so. Movement in the water will be twice that of the player, whereas on land it will be half that of the player. The crocodile does 2 hearts worth of damage per attack.
    In addition to attacking the player, the crocodile will also attack any passive mob that enters its body of water except for squid.

    Drops:
    The crocodile will almost always drop a raw fish, but sometimes will drop armor plates, as well.



    Wild Boar

    Hostility: Passive Aggressive

    Location: Overworld, jungle and forest biomes

    Health: 8 hearts

    Physical Description:

    It would appear similar to the pig, only the body would be larger, it would be a dark brown color, and it would have small tusks jutting from its head.

    Characteristics:
    The wild boar would act like a pig for most of the time, wandering around and grunting. However, boars are fiercely territorial; should the player enter the territory and linger, the boar will lower its head and charge. It's a lot like the little piggy monsters in Twilight Princess (I have no idea what they're called xD); they charge in one direction until they strike something. If they strike dirt, wool, reeds, cacti, or sand they will break the block and stop moving; all other blocks will remain standing. If they strike the player they will do 2 hearts of damage and knock the player back farther than most normal attacks (as if struck with a Knockback II strike). Because of their similarity to a human, zombies will also be attacked should they enter a boar's "territory" (basically a 10x10 area around the point in which they spawned). Zombies will be unable to fight back against the wild boar and will most certainly perish.

    Drops:
    The wild boar will drop uncooked porkchops always.

    Raiju
    Hostility: Passive

    Location: Overworld (anywhere above ground)

    Health: 20 hearts

    Physical Description:
    A blue-colored variant of the wolf, with a white lightning bolt across its flank. It's howls sound a bit more electronic, as if being run through a synthesizer.

    Characteristics:
    The Raiju is a super-rare wolf variant that appears only during a lightning storm. During this time, lightning will strike much more frequently than normal, but will not harm the Raiju itself (you, on the other hand). If the Raiju is struck, it vanishes, occasionally dropping an item.
    The Raiju can be tamed, but only with iron/gold nuggets. Once tamed, it no longer causes lightning to spawn more frequently, but when it attacks a hostile mob, it will summon a bolt of lightning to deal extra damage (though be warned, this can cause adverse effects).


    If you have any ideas, post them kinda in the same format I have, and if they're good I'll put them in the OP (giving credit to you, of course).


    All of the images for these mobs come from other sources, most notably mods from people who have had similar-ish ideas.

    Posted in: Suggestions
  • 1

    posted a message on Crystal Gem Agility Training - An Introduction to 1.9 Movement Mechanics!


    Have you ever wanted to learn how to parkour in Minecraft? Do you want to see what Minecraft 1.9 is capable of? Do you like Steven Universe?


    If you answered yes to any of those questions, than this map is for you! Originally designed on my Realms server to help out some new players, this training course has been redesigned to get new players used to the basic movement mechanics of Minecraft. It comes in three different varieties: Beginner, Intermediate, and Advanced.


    Just how challenging is this map?


    For veteran players, it will probably be pretty easy - the main challenges will be with the new 1.9 mechanics. For new players it might be relatively challenging, as the learning curve gets pretty steep in the Intermediate/Advanced courses.


    How long is this map?
    It's designed to be pretty short, with about 1-3 hours of content, depending on the player.


    Are there any other training maps available?


    Not yet! I'm working on a combat-based training map right now, with some plans for a puzzle-based map, too.


    Let me know what you think! It's been a while since I've actually made a Minecraft map, so I'm curious to see what people think about it.


    Images



    Posted in: Maps
  • 1

    posted a message on Nether Portal Corruption
    Quote from TryingDutchman»

    Nope, I am not randomly ranting. If you red this topic you see I am rather passionate about this idea and I see lots of potential. I gave lots of imput but sadly, nobody here is open for a good discussion. And that is just disappointing

    Even you say, it doesnt work without arguments.

    I've already given my shpeel. Nether corruption is disruptive, with no benefit to the player other than aesthetic, which is something that can be done VERY easily by hand in vanilla Minecraft. There is literally no reason for it whatsoever.

    Aesthetically? Cool, sure. But as far as gameplay is concerned, it would be an annoyance. No need.
    Posted in: Suggestions
  • 1

    posted a message on Concealable Command Blocks
    Quote from JackDaniel02»

    By the way, I am not trying to be rude, it's just that this would improve mapmaking for many people as shown by the ratio of supporters/non-supporters on this thread, myself included, and I would like people to be able to use this. If you don't feel it is needed, then don't use it. But for those it would help, this should be in the game. It is creative only and does nothing to hurt the game in any way.


    Fair enough. Perhaps I can be more clear in why I am opposed to this suggestion, so that we both have an understanding of one another.

    To me, this seems like something that would require a significant amount of code, for not a whole lot of benefit. Think of it this way: you would have to have some sort of code that would tell the command block to take on the appearance of already-existing blocks, create a new menu specifically for this purpose, and still have it so that the three types of command blocks would somehow appear different without ruining the illusion.

    Now, keep in mind that this is something that, with a little bit of time and practice, can already be done in-game as it is. One can create a resource pack that allows for command blocks to appear as the block it is surrounded by (just by changing the texture), and command blocks can be hidden incredibly easily through simple means.

    To me, there doesn't seem to be a point in adding something that would take a lot of time to code when it doesn't provide much of a benefit. Mojang should be focusing on legitimate challenges like balancing 1.9 combat or getting that Mod API they've been promising for the last 3 years.

    Just my two cents.
    Posted in: Suggestions
  • 2

    posted a message on Concealable Command Blocks
    Quote from JackDaniel02»

    This is solved simply by having a lever or a button on a wall, and a
    command block directly on the other side of it. Bam. Problem solved. Not
    complicated. What if you need to use the space directly behind the wall?


    Give me a situation where this would be the case, and I might give you this one. But I for one cannot think of a situation where you would absolutely always have to use the space directly behind the wall.


    What about the redstone necessary to make them function? Buttons, levers and pressure pads. 'Nuff said.




    Okay, fair enough. Yet most of the people here seem to be discussing hiding complicated command block redstone contraptions. So buttons, levers, and pressure pads don't exactly do the trick there. Don't just think of the "I'm hitting a button to complete one command," but things such as redstone clocks (using hoppers or repeaters), or looped commands...these things would not suddenly be hidden like this, but would need a separate location entirely...which renders this suggestion null and void.




    Like I said, do it the harder way if you want, but do not go out of your way to force others to do the same. It's called opinions.



    Let's not devolve into rudeness now. I'm simply pointing out that there are very large holes in this suggestion, mainly in that it doesn't really serve that much of a practical use. It's entirely situational for a few instances, and is solved by having some pre-planning and not being lazy about it.
    Posted in: Suggestions
  • 2

    posted a message on Concealable Command Blocks

    I like the idea...but I also agree with what others have said about this not being necessary.


    There is really never a situation where you can't simply hide some command blocks in a bedrock bunker (after all, you're already cheating with command blocks; why not just use some bedrock to hide it?) out of sight from the rest of whatever it is you're doing. With location-specific commands, it's easy enough to place command blocks far enough away so that they are not visible, but still can complete their commands. (Keep in mind when I say 'far enough away,' I mean you can hide it literally on the other side of a 1-block wall).


    The other issue I see is this - if you're already just trying to hide the command blocks, what about the redstone necessary to make them function? If you somehow cannot hide a command block, this new feature you are suggesting would be instantly rendered null and void by the redstone you have to use in order to get command blocks to function properly. Unless you want to suggest 'hidden redstone,' which is just going overboard at this point.



    Hmmm, perhaps in world with borders?

    Command blocks still function outside of world borders. There are entire maps dedicated to such a thing.



    Yes, but then the player won't be able to activate the commands intentionally, unless you are a redstone genius but not everyone is one.[/b]

    This is solved simply by having a lever or a button on a wall, and a command block directly on the other side of it. Bam. Problem solved. Not complicated.




    To be honest, I'm gonna have to say I don't support this. It's a nifty little idea, but it's something that can already be solved by just not being lazy. Unnecessary.

    Posted in: Suggestions
  • 1

    posted a message on Nether Portal Corruption
    Quote from Chameleonred5»

    I'm using a different definition in an attempt to point out the problem. But you seem to have a problem with that. So here, let's try this:

    Gamerules are for major functions of the game. Every current gamerule changes the way you play on very fundamental levels. Portal corruption is not a major function of the game. It does not change the way you play the game on a fundamental level.

    I've repeated myself three times, and every time so far you haven't actually given a reason why what I said is invalid. You've merely danced around it. Try again, and actually address why what I'm saying is not true. Just declaring it invalid doesn't make it so.


    Just ignore him at this point. It's clear he's not going to listen to you, and your arguments are the only thing sustaining this thread, so just let it die.
    Posted in: Suggestions
  • 1

    posted a message on Nether Portal Corruption
    Quote from SwissxPiplup»

    Minecraft is a sandbox game, and unlike other sandbox games it's the one sandbox game that will let you edit the game's very mechanics in-game.

    Does the average user manipulate these mechanics? No.
    This is what gamerules are, it's the rules at which the player follows.
    Gamerules are used in every game imaginable;

    Super Mario Bros, can't go left.
    Dust: An Elysian Tail, If you get hit while maintaining a combo, you'll lose the combo and damage multiplier.
    Crash Team Racing, getting struck will spin you out of control.


    Gamerules are the very thing that maintain the game, however since Minecraft is a sandbox, they let you edit these rules, which most sandboxes don't do, as I mentioned.


    Don't want mobs to drop loot? Turn it off.
    Don't want the day & night cycle? Turn it off.
    Don't want mobs to spawn at all? Turn it off.

    True, but the average Survival player (which Minecraft is primarily built for) is not going to mess with these. The only reason anyone turns them off is if they are trying to create a custom gamemode/map, in which case the POINT is to manipulate the mechanics.

    Are you telling me that all these additions Mojang added are fine but because a player suggests it, it's lazy?

    Gamerules aren't lazy just because some player who had their post pinned had an "opinion", it seems that because this opinion was pinned, it must be fact. That's not true.

    Actually, the point of that pinned thread was to promote better suggestions, which it has. It may have started out as an 'opinion,' but it has grown into more-or-less the very rules of this forum.
    Gamerules are the life of Minecraft, change the rule, change the gameplay, Minecraft is a sandbox; heck, change the gameplay to whatever you want, because gamerules will let you!

    As I said earlier, the average player is not going to mess with gamerules, because the average game is meant to be played with all of them as-is. If a large number of players playing normal Survival Minecraft are going to change a rule, then perhaps the mechanic being changed is unnecessary. As is the case with your suggestion.


    Don't like nether corruption? Turn It Off!


    The problem is not that you have an opinion, but instead that your opinion goes against the vast majority.

    Just because something can be turned off does not mean it should implemented. If Mojang were to add something to the vanilla game that was considered "optional" (meaning that it could be turned on/off like a gamerule), and most of the players chose to opt out of it, then it would be pointless!

    The problem is that many people - myself included - disagree with your suggestion. Therefore, it is not a viable suggestion for the game, because most players would turn the option off, rendering the time and energy spent into implementing it pointless.
    Posted in: Suggestions
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