I never criticized the army. Their sacrifice is far greater. But the moderators here sink time into addressing complaints and adhering to the rules. They don't have to do that. They could just enjoy the forum like the rest of us. Instead, they put in extra time to ensure the forum they enjoy is top notch. That is a sacrifice of their time, even if not the biggest, and they should never be considered "lazy."
- fishg
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Member for 6 years, 7 months, and 22 days
Last active Sat, Jan, 13 2024 14:16:15
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Jun 12, 2019fishg posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
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Jun 11, 2019fishg posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
What an unbelievably stupid and greedy thing to do, criticizing a site run by volunteers, who have sacrificed so much time and even funds to this community.
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May 20, 2019fishg posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
Time for a last hurrah bois
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The pictures don't load for me, all I see are white boxes with a gray outline (except the second image). It might be because I'm on mobile tho.
It sounds great!
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You know what? I like this. It's balanced, useful, and cool. Support.
A human NPC can easily become game-breaking, but this manages to avoid that. In fact, I think the hermit might be too weak! I propose:
•If a hermit lacks both a mine and a farm, they are in the early game. They get a stone sword and bow with limited arrows. They whip out a shield if the player shoots an arrow at them.
•If a hermit has only a mine or only a farm (50% chance of this happening) they get an iron sword and bow with many arrows. They occasionally have iron armor.
•If a hermit has both (25%) they get a diamond sword and bow with poison arrows. They occasionally have diamond armor. Chests do not change they are balanced as is.
The main point for this is so the hermit is a genuine threat. Better to build your own house then go to them on the first night. I'd up aggressive hermits to 20%, and change the way the others are neutral. If you as much open a chest or furnance in their house, they will attack you.
When the player is loading the chunk home to a hermit, I think they should act a bit more natural. They will replant crops and attack hostile mobs. At night they may stay outside should they have diamond. This only occurs if the player is nearby. Zombie invasions occur to prevent players from moving into hermit homes.
Next, I think the hermit should have a "trust" meter similar to village popularity. At first they watch the player with skepticism, but for every 8 monsters you kill near the hermit the more they trust you.
0: Hostile
1: Don't even think about stealing
2: Look but no touching
3: You can sleep here
4: Take this gift (randomly drops an item)
5: You can take my stuff, I trust you
6. Hey, don't hit me again
7. Check out my inventory (acts like a chest)
8. Let's work together
Should you do any of these before you reach the level where it is acceptable, you'll lose 2 points. Attacking the hermit will automatically put you at 0 (except for 6, where hitting them twice puts you at 0). Give a golden apple to a hermit at 0 will put them to level 1.
In this way, the player can form "alliances" with hermits inspired by the current villager system (though more useful than better trade deals). With level 8, you can destroy their bed and they will follow you to your base (where you must place their beds for them to "move in"). The hermit-ally won't directly serve you, but they will randomly go out hunting and tend to your crops. This gives them a much needed use, although you will need to put in some time before they agree to ally.
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I suggest you remove one of these and make a separate thread for it otherwise this will be locked for wishlist.
1. I don't think combining anvils make sense. Maybe instead adding 5 iron ingots around the partially broken anvil will heal it?
2. Wither Skeletons only spawn in the Nether to make the wither a Nether boss. If they spawned in the overworld of would make much sense for the wither (who is loosely inspired by Satan btw) to drop a Nether star.
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Why does a giant bat drop th membranes of a Phantom anyway? I suggest a unique drop with a unique use fitting to the unique mob.
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You're getting hate and criticism confused. Do you really think you were the first person to think, "Minecraft should be modern"? It's been done many times in depth by mods or other suggesters. Mojang has purposefully not become modern or edgy: for Minecraft is a timeless game.
C1ff, Master_Bw3, and almost everyone else here believe adding cities and guns just wouldn't fit with the fantastical creative nature of the game. They do not hate you, but think your ideas are better suited for a mod.
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We should make this the most viewed thread.
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In my opinion, a flying bat would be a unique cavern miniboss. But I think the reward should be a unique drop instead of an overpowerd flying mount.
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This would have a gargantuan impact on the game. I think it's unlikely for kingdoms, quests, and orcs to ever be added to vanilla. It would make for an epic mod.
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I think each of the large packs should have smaller "additions". When you download said pack it will ask you if you want the additions (by default they are yes).
For example, the Aquatic Pack would have a Sailing Addition. The Nether Expansion Pack would have a Nether Civilization Addition.
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Certain Aether features could be ported over to the Frist. There's also 128 layers of just air in the overworld- maybe that could use some content. I think we should keep the Aether compatible to the revamp, but not a full "part" of it.
Adding to the List:
Traverse and NetherEx are good vanilla+ mods for inspiration
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As long as shark strikes do not actively pursue the player (leading one to "clean" the environment of hostiles like they would giant spiders) they should be fine. Sharks also shouldn't have a drop.
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Just because there's a mod doesn't mean it shouldn't be added to the base game (see: mo' creatures horse). The original poster can make a thread for his idea on the mod requests subforum if we wanted it as a mod.
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I guess more time could be added. Unlike day and night in the overworld, blue-day and red-day will be long periods of time, so you get to do everything you want in each. I wanted to make nighttime is a blink and you'll miss it period. If you go mining you would even realize it was night until you come out.
1. That Frist planet texture is nice and it would be a shame if we didn't use it. We still haven't decided on how to get to the Frist, but maybe when you re leaving the overworld the planet appears in the sky. Vice versa for going back.
2. By solar flares, I assume you are suggesting launching fire onto the ground very rarely. I think fire is more of the Nether's thing.
3. I'm not too sure with this one. The only random event I can think of is gear mobs "invading" a certain biome for a day.
The poll has closed with a 2-4 vote. Shivern wins and is hereby the name of the plant the Wintry eats. Frostlength, the tribe has spoken.
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I'd like to obtain the floor and put forth a motion officially adding the following proposed suggestions to the project:
Each of these can be discussed and debated individually. After a majority vote it will be added to the curated suggestions list. You can find links to the threads in the document.