This is the worst idea any forum has ever known, except it's the exact opposite of that. Support.
- erictom333
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lagagamorp posted a message on Ideas for New Boat VariantsPosted in: SuggestionsI have some ideas for ways to upgrade the Boat, in a similar vein to the Chest Boat
Submersible
The submersible is a simple upgrade that is crafted from two boats and wax. It has the appearance of two boats stuck together by their rims, with a pair of oars sticking out somewhere in the lower part. This boat only accepts one entity, but it has the advantage of being able to dive into bodies of water and move about much quicker than swimming. It unfortunately doesn't provide any extra air
Ender Boat
The ender boat is crafted like a boat, but with purpur blocks in place of wood, an eye of ender in the center, and 3 shulker shells in the remaining row. This recipe reflects its appearance as a purple boat covered by a shulker-shell, with a seat and base like an eye of ender. This boat is designed to be used in the end, and as such has the ability to slowly float along when it is directly over the void. This allows the player to go between end islands easily
Railboat
The railboat is a simple and potentially silly idea: It is crafted with a minecart and a boat. This combination, obviously enough, can work as both a minecart or a boat
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Serpentines posted a message on What if spiders were tameable? What if chickes were rideable?Posted in: SuggestionsQuote from SomaticCash»
Everybody's so serious with everything these days, I think we could add fun things that liven up the experience. With mountains and caves, villagers and trading, shipwrecks and bees we need to lighten up the mood here. It's a game to have fun while playing, riding chickened spiders would be so fun! I don't see why we wouldn't love these ideas. It's always so serious and I thing the devs could add some more ridiculousness to make it worth our time. It's getting very dark in minecraft, we need an opposite of the Warden.
Duuuuude. No. No no no no no no. That's not how this works. That mindset is just taking bites out of a nothing burger when it comes to suggestions. "It would be sooooo fun!!" and "we need to lighten the mood!!!" is not how you do it. What's fun to you may not be fun for everyone else. An idea should provide something unique and helpful. "It would be fun" is a terrible argument by itself.
This has nothing to do with "being serious", it has to do with simple logic. No, we don't "need" an opposite of the Warden. This idea isn't even an opposite of that. It's just players plopping on top of a mob that's meant to be neutral/hostile and not rideable. Okay? And? Why is this such an important thing? None of what you said even makes sense.
How does bringing up caves, mountains, trading and bees even relate to things in the game being "too dark". I need a roadmap for that one. If the devs constantly went by "you guys let's add stuff because it's hilarious and fun!!" there would be a truckload of insanely dumb and pointless things farted into the game. Granted, there are some small comical things already in the game, but they're usually minor things that don't involve riding a hostile mob for no reason.
no.
Did you really make a whole new post just to say that..? -
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lesteraroquefort posted a message on [Idea] Subterranean MappingPosted in: SuggestionsSince the caves are massive and somewhat inhabitable, we'll probably need maps.
(And mods that make them even more inhabitable) -
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allyourbasesaregone posted a message on Phantoms only spawn in The End + elytra crafting recipePosted in: SuggestionsI know this suggestion won't get taken seriously, but I thought it'd be fun to share.
Make phantoms only spawn in The End, and you use a dedicated block made of purpur to minimize their spawn rate. They only spawn over the Void - so they are much more common on shores and islands and near ships and remote portals than on continents or in forests or cities. Their timer for spawn increases starts once the dragon is killed and resets once the dragon is revived or the block made and right clicked.
Elytra recipe is 8 membrane plus end rod.
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pierconick posted a message on (Vanilla-esque) Cities, and Why They Should be a Thing.Posted in: SuggestionsBefore I get into another lengthy thread, I figured it might be wise to summarize why (And how) I think cities could be added to Vanilla Minecraft. And this is going to be a pretty lengthy thread, I can assure you. I usually try to keep my threads more as general discussion topics, but this is one topic I have some pretty concise ideas regarding. Take that as you will.
- Exploration is currently lacking in Minecraft, and cities offer new incentives to Explore.
- Cities fit, to some extent, with the existing quasi-lore of Minecraft, if they are implemented in a Vanillaesque way.
-Cities could offer unique new challenges and scenarios for players to deal with as they see fit.
-This Wouldn't necessitate any considerable changes to the game, in regards to new blocks, entities, etc.
Also, just to be clear from the offset, this is just my Idea for how this could be implemented. It's by no means the only way- and whether or not such a thing is necessary is also up for debate, along with whether or not such a change would even be plausible to the main game. I would appreciate feedback on this idea! Does this seem brilliant? Does it totally not fit with Vanilla Minecraft, and just generally sound ridiculous? Criticism is important for any idea to develop properly. Or for particularly bad ideas to kick the bucket if they're really that silly, I suppose.
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Why Should Cities be Implemented?
As I've certainly said before, exploration is lacking in Minecraft. There aren't any particularly biome specific resources to necessitate exploration, which is a real shame considering how scenic the game can be. (I in particular think shaders, and a simple resource pack like Stay True enhance the game's atmosphere.) Ironically, this doesn't stop players from exploring- there should just be a better reason to do so then to see what's over the next hill, while already knowing that it's probably going to be more pretty terrain with nothing particularly new or useful to it.
The main problem is that many parts of the game still feel outdated and predictable, even as interesting new content and overhauls are added to the game. Strongholds aren't particularly challenging, there isn't any particular reason to explore an Ocean Monument, you get better loot in a Desert Pyramid than a Woodland Mansion- which is both rarer and harder... I don't mean to simply be negative, but the general vibe is that once you've seen one of these structures, there's no point in finding more of them. (I ramble more on the topic in this post.)
However, Mojang has shown us that this doesn't have to be the case. The addition of biome specific villages not only adds to the game's atmosphere, but makes exploration far more interesting. While I can appreciate the iconic nature of the previous village buildings, these places feel more alive- albeit in their own unique, minecrafty way.
One way to encourage exploration is, simply put, to have structures or biomes rare enough that they necessitate a lengthy journey. This exists in the game as far as finding the Stronghold, searching for a Woodland Mansion, or hunting down the Elusive Mushroom Isle. However, these sort of things seem to be a let down. Both the woodland mansion and the mushroom isle are incredibly difficult to find... and neither one is particularily useful. The Woodland Mansion has some decent loot, but it's ridiculously challenging, and odds are you're going to use up more resources getting through it than you'll actually obtain. As for the Mushroom Isle... well, it isn't as if there's much there worth making the journey. The Mooshrooms are cute, I suppose, but they're not even a sustainable source of Mushrooms.
If cities were implemented, they could do multiple things: Firstly, (And most importantly, at least to me), they would offer a new reason to explore. Secondly, they would do this by providing new challenges, new risk-reward scenarios, and new means of obtaining rare resources- or even unique ones.
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How Would Cities be Implemented?
To begin this bit, a disclaimer: I'm not a programmer, nor am I privy to Mojang's plans. That being said, if such a thing were to be added to Minecraft, this is how I imagine it would be added. Or at least, how I wish such a feature would be added- honestly, if I could add one thing to Vanilla Minecraft, it would be something like this.
Generation
Cities would be, like other parts of the game, procedural generated, but not exactly like villages. The goal wouldn't be to simply be to add larger villages.
One of the problems with villages is their tendency towards weird generation. It's actually uncommon, (At least for me), to find a village that hasn't generated on top of a cave, or too close to a ravine, or partly buried, or merged with another structure... you get the idea. One way sandbox games like Starbound seem to avoid this problem is to have their larger NPC structures generate an area of flat terrain nearby, with a gradient of terrain transition between the normal, random terrain, and the flatter terrain around the structure itself. Usually, this is pretty seamless, and prevents weird generation on the part of the structure. (Something that Minecraft seems to have a bit of trouble with.)
In order to avoid this problem, a simple solution would be more or less as follows: Cities have a very rare chance of generating in the same biomes that villages generate. When they do so, they first randomly select a tier, ranging from two to four- which would determine the size of the city. (Tier four being the rarest.) Once the size of the city is determined, it generates an area of flat terrain around the city that then merges with surrounding terrain, and prevents other structures from generating nearby. (It would be kind of problematic if, say, a pillager outpost generated in the same area as a city full of villagers.) I'm fairly certain, (Don't quote me on this), that most NPC structures are generated after the actual terrain, which means this would probably be sort of hard to implement, unless cities were somehow made to generate before or during terrain generation itself. (This wouldn't be perfectly flat- it would just be mostly flat and without caves in order to prevent weird generation.
The cities themselves would all be more or less circular- consisting of multiple 'Tiers' separated by protective walls intended to keep out mobs. In a two tier city, there would be a short outer wall surrounding the bulk of the city, with a smaller inner wall protecting the middle part. Whereas a Four-Tier city would have three tiers of city, with four significantly more imposing walls. The width of each tier would be subject to vary within reasonable parameters- meaning that you could have a large city consisting mostly of simple housing with a low surrounding wall... or a smaller city with multiple tiers and more imposing walls. (Though rarer, tier four cities are invariably larger.)
Cities would have a considerably higher chance of generating ruined than villages- with something like a 2 in 3 chance of being ruined. (That may seem a bit high, but I intend to go into it further a bit later.) They would, however, be very rare- slightly more common than Woodland Mansions, but not by much.
On a side note, some other generation bits that might be useful-
-Villages would be much, much more likely to generate in close proximity to a city.
-Some sort of system would have to be implemented to try and make sure all of the city was properly lit. Considering how difficult this would be, it might be simpler just to prevent mobs from spawning within city walls.
-Cities shouldn't be able to generate near each other- there ought to be at least a couple thousand blocks around a city where other cities cannot generate. They should, again, be a fairly rare thing to find.
-Each of the city's 'Lots' would have plenty of different buildings that could generate on top of it- housing complexes, gardens, shops or workplaces- in order to prevent a city from consisting entirely of, say, carpenters; it would be important to prioritize a certain amount of houses, a certain amount of utilities, etc.
-Cities would mostly generate in biomes similar to villages, (Plains, Desert, Savannah, Taigas, and Tundras), but there could also be more options, such as a jungle, coastal, or badlands city. Since cities are fairly large, it's also possible for them to generate between multiple biomes, and thus having architectural styles from multiple biome types.
-Finally, for reasons I at least think are obvious, cities shouldn't generate near spawn.
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Aesthetic & Variation
An important part of cities would be making sure that they fit the existing vibe of vanilla Minecraft- otherwise, they would just feel out of place. (That kind of goes without saying.) One of my favorite world-gen mods is Mcjty's 'Lost Cities,' (You can check it out here), which adds configurable, ruined cities to the game. Key word being ruined. If it added fully functional, modern cities, that would be neat... but it wouldn't fit at all with the game's aesthetic, and wouldn't be particularly playable besides. (Furthermore, the attention to detail in terms of how explosions and ruined buildings generate realisticly is fantastic.) More notably, this mod doesn't add any new blocks or entities to the game- and players tempted to mine the ruins for materials will have to deal with a great deal of mob spawners found in the ruins.
Firstly, the cities should share a similar aesthetic to villages- that is, the sort of medieval, steampunkish, somewhat whimsical vibe that the game's structures tend to share. I know I said earlier that they shouldn't just be bigger villages... but that doesn't mean they should look completly different from villages. The general idea regarding lore, (Which, in a game like Minecraft, is really up to interpretation), is that an ancient race of builders is responsible for the various monoliths found in the game- as well as the villages. As such, (if this is the case), it sort of makes sense that this ancient race ought to have left behind some sort of cities.
Cities, like villages, could have multiple aesthetic variations depending on which biome they generated in. (In the same way as villages, and with similar architectural styles.) The buildings themselves could essentially be larger versions of the village buildings. Each 'Tier' of the city would increase in development- the outermost tier being slums of a sort, each consecutive tier becoming more developed, with the innermost tier being some sort of temple or monolith. Different buildings would generate depending on the size and space available. There are several different ways that this could work- I'm half inclined to think this might be easier than normal villages, simply because in this case, you would know in advance that you were working with flat terrain and areas of predetermined sizes. The fact that the cities were roughly circular wouldn't be too much of an issue. (I included some concept art for generation.)
Each biome would have a unique architectural style, again, similar to villages, with some cities on biome borders featuring multiple architectural styles, taken to their logical extreme.
Notably, in addition to the normal generation, cities have a decent chance of being generated ruined. A ruined city would be a dangerous place. The loot would be yours for the taking, if you were willing to deal with a variety of monster spawners and other hazards within. It's similar to how ruined nether portals generate as if they're collapsed- and the same could be done with ruined cities. Fallen buildings could block streets, trees could grow up from the ruins, past explosions would leave debris scattered, vines and foliage would sprout for the rubble... this would be a great opportunity both to show off some neat structure generation... and to make a really atmospheric, (And dangerous) environment.
Functions & Intricacies
The cities themselves would be a great means of introducing new game mechanics, while improving upon existing ones. Villagers could still trade things, to be sure, but offering better trades could unlock even bigger trades over time throughout the city. Most of this section, at this point, falls under the 'vague concepts' category, and more ideas as to what cities could be used for would be interesting.
--- A status effect that warns players they are within city limits- in order to make them aware that breaking or attacking things will be frowned upon.
---In addition to Iron Golems, new types of robotic entities could be added to protect the city- seeing as villagers seem to be more pacificts. I mean, goodness knows if they even have arms. 'Sentinels' could be a smaller sort of golem that patrols the city, and could become angered if the player broke things or stole things in the city. This system would be important to prevent players from just immediately razing the city and taking all the valuable stuff. A sort of counter system would keep track of how angry the sentinels are at the player. Their anger could be decreased by giving them emeralds, in order to get away with smaller crimes. However, bigger crimes- like attacking villagers or golems- would result in all the sentinels in an area becoming very unhappy, in the same way as village iron golems turn hostile when provoked. If a player is really intent on bringing a city to its knees, they may have to worry about even more powerful sentinel variants. (...Though calling them 'sentinels' might be a bit too much like No Mans Sky.) This would also be important for the next bit. Perhaps there are also ranged golems to deal with invaders from the city walls/watchtowers?
---Catacombs could exist beneath cities! Infested with monsters, or perhaps malfunctioning golems and sentinels, Exploring them would be considerably more difficult- because breaking things angers the sentinels, players would be forced to navigate the catacombs without resorting to just mining away traps or circumnavigating tricky bits.
---Thought Pillager raids were bad enough in villages? Well, cities would provide an opportunity to make them even worse! Regarding the walls, a new unit of Pillager could be added- 'Griefers,' whose attacks involve explosions of some sort. (Of course, this would also require some means of repairing the city. Possibly another unit of robot, since I can't really imagine villagers building things?) Considering what a disaster an attack on a city ought to be, they shouldn't happen randomly. Perhaps the player does some sort of ritual in the city's center in order to summon a massive Pillager attack? The city, of course, wouldn't be defenseless. In addition to walls and golems, other protective measures could be added. (See here for a long winded idea regarding 'Shulker Turrets.') Maybe griefers also light things on fire?
---Some sort of bulletin board system that allows players to complete missions in exchange for emeralds with which to buy neat stuff?
---A way to make things even more complicated would be to add a sort of dynamic economy to cities based on what sort of utilities are present, that the player could influence in some way.
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Even Crazier Concepts
To finish this spiel off, some other random ideas.
---Special, super rare variants of cities- such as a floating city that generates in the middle of an ocean, a sunken city beneath the waves, a molten city in the depths of the nether, or a flying city that generates in the sky. (I mean, there already is one reference to Laputa, isn't there? Anyone remember what it is?)
---Partly ruined minecart networks connecting cities. It would be so cool to be exploring, find a dilapidated minecart rail bridging a fair distance above the land, and follow it to a city. Stretching between cities, over terrain, and tunneling through higher terrain, repairing these crumbled rail networks would allow players quick access between cities. (Pre-Elytra, that is.) Edit: This would probably be really, really hard to implement. It might be easier to just add specific ruined rail structures, rail bridges, etc; that would generate near cities.
---Cities taken over by pillagers! It would be pretty irritating to finally spy a city on the horizon- only to notice giant pillager banners hanging from the main keep and off the walls. In addition to housing the usual axe-wielding maniacs, malfunctioning golems could roam the streets. This would be a partly ruined city that houses pillagers, with dark rituals taking place in its center...
---Cities would also be a great way of hiding Easter eggs- just make a certain type of room or building rare enough, and who knows what players might find in it. This one is pretty random, but it would be a good way of mixing things up and preventing players from getting bored. Imagine finding a secret jukebox room beneath a villager's house! It would certainly raise questions.
Additional Concept Art below ~
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MaskedGeek posted a message on Adding copper wire for redstone usePosted in: SuggestionsHaving recently watched a Pixlriffs video discussing copper, I thought to add a suggestion with how to use copper. If Mojang goes down the route of using copper like its IRL counterpart, my suggestion is to be able to craft copper wire where 9 x raw copper makes 1 copper ingot, and 1 copper ingot makes 16 copper wire (stackable up to 64).
The uses with copper wire is that, since copper is an extremely good electrical conductor, copper wire can be used to transmit Redstone power without any loss in the power level, regardless if the power is set to 1 or 15 it doesn't matter. Transmit 15 on one end, receive 15 at the other end. However unlike its IRL version, have copper wire not be able to go around corners. Copper wire has to be placed between two points in the same manner as tripwire and hooks. I think adding a Redstone convertor, or Redstone terminal, which has a single Redstone input on one side, and has a copper wire connection on the other side. The player would then need to place 2 terminals first then run the copper wire between them.
The benefits I envision are, no power loss throughout the wire, and while the wire cannot bend around corners, it doesn't transmit power to blocks to either side, even if they are copper wire blocks themselves. They have to be connected front and back between the terminals to transmit. This may help make smaller and more efficient Redstone machines as you can have lines of copper wire running back and forth without effecting what is to the side.
Additionally, if someone really wanted to be able to split that copper wire power off to one side, maybe add a splitter which, for the purposes of block placement, acts as a terminal you can right click on to place copper wire, but you can run wire from all 4 sides to a terminal to convert the power back into a Redstone signal. -
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JoshEru posted a message on SlingshotsPosted in: SuggestionsI suggest Slingshot for an Alternative Long Range Weapon other than Bow and Crossbow
It can also be used as a tool
I hope someone can understand what I meant, It is perfect for Cave Update as well
Can be a great use early game since Arrows are expensive without grinding skeletons or finding an Infinity Enchantment
Slingshots - 4 Sticks & 1 String
Slingshot Ammunition: Offhand or the Nearest Slingshot
- Pebbles from Cobblestone (4 Pebbles = 1 Cobblestone)
- Flint (Better Damage than Pebbles)
- Iron Nuggets (Better Damage than Flint)
- Torches (Further Range)
- Snowball (Further Range)
- Enderpearl (Further Range)
- Fire charge
- Slimeball (To Slow an Entity)
- Golden Nuggets (maybe it can be another useless item)
- Obsidian Pebbles???
Enchantments: if Players want to use it other then early game uses
- Infinity (on Pebbles and Snowballs only)
- Mending
- Knockback I - II
- Power I - III
- Sharp Ammo I - III
- Fast Charge I - III -
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krazyy posted a message on Axe needs THIS tiny nerfPosted in: SuggestionsI know that you've heard ir already, but I figured out that tou can disable shields with un-charged axe. Isn't this too overpowered? I think it should disable shields when they are charged, not when they are charging. Mojang should fix it. Also, when you hit a player with charged axe, the axe loads tiny bit faster than it should be.
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AliceAlysia posted a message on Yet Another Combat ThreadPosted in: SuggestionsOverall, I think Minecraft’s current combat system is almost amazing. So, as you probably guessed, I’m largely going to keep this thread build around minor suggestions.
These minor suggestions have the following objectives:
- Bring Minecraft’s combat system more in-line with a typical first-person sandbox game.
- Without taking things too far, give all weapons a similar level of depth to the trident.
- Maintain the current gameplay balance between the weapons
To drill down on that first point, let’s look at how a sword typically works in similar first-person titles.
Usually when you swing a sword in a first-person action game, the sword will alternate between two or more slash animations, the only cooldown being the time the animation takes to complete. This of course, can hit multiple enemies in most games.
Minecraft only uses one animation for the slash, which I’d like to change.
Even if the second animation is just the first one mirrored, I feel this would make the combat feel a touch more fluid.Naturally, to further increase combat fluidity, removing the cooldown tied to attacks currently, would be the next step Mojang seems to agree with this idea because it’s all but gone in the combat snapshots. Of course, to maintain balance, it would be best to add a short windup to the slash animation, and a bit of ‘ending lag’ to it as well. Naturally this should be short enough to feel natural, but long enough that players can’t slaughter hordes of mobs with minimal effort.
Let’s discuss the idea of adding depth to the weapons. Given I’m using the trident as an example, I currently feel it fulfills this role.
Currently the trident has both a basic attack bound to left click, and a special attack bound to right, with it’s effectiveness scaled to how long you hold right click for.
I feel this design approach should be applied to all weapons. Granting players the ability to have a wider move-set without being overwhelming. This is particularly noteworthy as it would make the learning curve of the trident and other items a bit more natural.
As it stands, new players are likely to test their sword by using left click to attack, then using right click and discovering it has no purpose. The gameplay lesson this teaches is that weapons do not typically have anything bound to use. Except of course that the trident… does.
This concept can be used as a fun way to differentiate the weapons too. The trident can be thrown, and depending on the enchantment used, it comes to you, or you go to it.
So, Currently Mojang is working towards making the axe fulfil a kind of shield destruction role, let’s hone in on this by binding a short range, single target shield and armor bypassing attack to it’s rightclick.
The Sword is a kind of all-rounder, fast weapon, that makes for a perfect default option, so let’s bind a slow, high damage, high range thrust to it’s use key to give it those extra options.
Mojang also seems to be using range to differentiate the weapons. This is great, but we should really hone in on this idea, particularly as a means of balance.
Logically, the trident should have high range, and quick attacks, but only be able to damage a single target at a time. It could possibly have a lower damage output to ensure that it’s still one of the best options (if not THE best option) but to keep it inline with the core conceit of “better than anything else, but not SO much better that you will always want to use it, and it alone.” I also feel that the trident needs its basic attack to look like a stab… not like you’re slapping people with it’s blunt side.
The sword should have moderate speed, have moderate range, moderate damage, and be able to strike multiple targets simultaneously. To keep it as the go to, moderate weapon.
And finally, to keep the axe mostly as is, Low speed, slightly above average damage. The axe could continue to only damage single targets, but it makes up for it by being the only weapon that can ignore armor and shields. Heck, this idea alone could result in it needing massively reduced damage output.
So… those are my ideas. I know plenty of people may disagree with them, but that’s why I posted it on this forum. So that it can be discussed, refined, or thrown out entirely. I have to say, as someone who’s been playing since alpha, I really like the state the game is in currently, and I love how much the community has grown and changed over the years. Keep being awesome Minecraft community!
Alice (aka. Storm024) out!
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No Support. Just because it's realistic doesn't make it a good (or even a thematically fitting) idea for Minecraft, and it's both too unbalanced (it would be possible to make diamonds, which are meant to be rare and valuable, using only common ores) and too tedious (it would take quantities of coal that would require a wither skeleton farm, and time spent mining graphite comparable to the time you'd spend mining a comparable amount of diamond, to get enough diamonds for any practical use) to justify.
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No.
No support. Baby zombies are already annoying enough, we don't need baby spiders or endermen.
No support. Regular pigs should stay in the Overworld, we have hoglins for the Nether.
Support, would add variety.
Undecided. Villages are easy to locate by exploring, so I'm not sure how useful a new mob intended to make them easier to find would be.
Support for different dog breeds similar to cats, but not for adding dogs as a mob distinct from wolves.
Undecided.
No support, we don't need another mob that acts like wolves but weaker.
No support, the crossed-arms villager model is iconic and does not need to be changed.
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Suggestion: Add a pen item, crafted with 1 stick and 1 ink sac, that can be used to edit signs. That way signs can still be edited, but only with the new pen item.
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Support, although I think items should be loaded by dropping them in or by hopper instead of crafting them in like you suggest.
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No Support. It'd get annoying having to carry 2 extra stacks of items back which don't provide anything new.
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Support. I am a supporter of theme-accurate guns in Minecraft, and I've even added one to a mod I'm working on (it still needs balancing). I've even made my own textures for the arquebus and the bullet (I'm not implementing pellets). However, I'm not a fan of the idea of item-exclusive enchants in general, so five enchantments exclusively for the arquebus and no others (trivially excluding Unbreaking, Mending, and curses) seems stupid when Sharpness, Efficiency, or Looting would work perfectly fine.
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Hang on a minute, let me do the maths.
p(pink sheep) = 0.00164
Pr(2 pink sheep out of 4) = 4C2 * 0.00164^2 * (1-0.00164)^2 ≈ 0.0000161 which is about 1 in 62171. You're welcome.
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You know what? Support. Minecraft currently has no dyeable stairs or slabs, and while I think concrete and/or wool would be a good fit (concrete for mapmakers, wool for anyone who wants carpeted stairs or slabs), stained clay (especially as some sort of tiles) would definitely be good for the ilders out here.
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The Problem
Currently, composters produce bone meal. This doesn't make sense. Wouldn't it be better if they made a dedicated "compost" item? Furthermore, gunpowder is hard to get large amounts of, which is a problem if there's an annoying mountain you want to get rid of.
The Solution
To solve these problems, I propose two new items, two blocks and some new recipes.
Compost and Compost Block
Compost is a new item that is produced by composting organic matter, instead of bonemeal. On its own, compost can be used as fertiliser, with the same effectiveness as bonemeal. A single compost item can be crafted into brown dye. 4 compost can be crafted into a dirt block. 9 compost can be crafted into a compost block, which can be crafted back into 9 compost.
Sulfur and Sulfur Block
Sulfur Blocks spawn naturally around lava pools in the Overworld underground and the Nether. They burn indefinitely with a yellow flame that repels arthropods, slimes and magma cubes. Sulfur blocks can be crafted into 4 sulfur, which can be crafted back into a block. 1 compost, 1 sulfur and 1 coal or charcoal can be used to craft 3 gunpowder.
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On the topic of bed traps, they could easily be trivialised by making beds flammable, so players trapped are not stuck in an infinite loop of death.
Back on topic: Support, though it would be better off as a seperate "Very Easy" difficulty.