Depends. What model is it? Anything above the 2018 model should work, though the 2020 model is recommended if you don’t want your world only slightly toasted.
- jdc997
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Member for 8 years, 6 months, and 24 days
Last active Thu, Oct, 14 2021 16:37:19
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May 20, 2019jdc997 posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
Man, I haven't been active for awhile, but coming back to see this just---hurts. I remember the old days when I'd come on here almost daily and check out people's suggestions. Even if I haven't done that much here, I'll be sad to see this place go.
Thank you, Critic, for making this forum. Thank you, Sunperp, Badprenup, and the other moderators for doing your best to make this forum a place everyone could visit and enjoy themselves. And, even if you've made some missteps, thank you Curse for bringing this forum to its greatest highs and glory days.
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Jan 11, 2017jdc997 posted a message on Minecraft Crafting & Recipe Quiz: Can You Get Every Question Correct?Posted in: News
9/10. I messed up on the cookies one. Probably because I have never once bothered to craft them.
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Sep 26, 2016jdc997 posted a message on (PC) A Look At Version 1.11Posted in: NewsQuote from Unclevertitle»
Not to mention that the Curse of Binding might actually be beneficial on a very good sword or pickaxe and paired with Mending. No more accidentally throwing an item away by pressing 'Q' instead of '1' when startled by an enemy.
That's why I set my "Drop" key to P. I have never accidentally dropped an item since.
Personally I'm "meh" about these cursed enchantments. It's an interesting idea, but it seems like it would just turn the item into junk. I think most people would just use books to make sure they get what they want. -
Sep 25, 2016jdc997 posted a message on (PC) A Look At Version 1.11Posted in: News
Seems cool, though it looks like Minecraft is moving more and more towards a fantasy theme. This isn't bad, but it does open the way for quite a few new suggestions. Hopefully the game doesn't become too much more like an RPG though.
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Why does everyone think I made this suggestion because I want better graphics? I made one little part about it, literally said it was the least important suggestion in the series and I wanted to get it out of the way, and quickly moved on.
Anyway, while it is technically true that Minecraft 2 is not needed, you can say that for pretty much every other suggestion on this forum, so it's not really the most valid argument. And yes, if my ideas get implemented there is sense in a Minecraft sequel as you would otherwise have to completely rebalance and recode the game, and as previous updates taught us, such a major overhaul as an update is a bad idea.
But seriously, for the hopefully final time, can you guys please stop with the "We don't need a Minecraft 2" negativity? I explained in Part 1 that yes, you are right, but that I believe the game would only benefit from a good sequel. The whole reason I post these suggestions here is to get feedback on the suggestions themselves. Arguing about whether or not we should have a sequel misses the point.
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Yeah, I understand what you mean, but I still haven't gotten to the bulk of the new content. While you could simply implement this into the current game, you'd have to rewrite so much of the game that very little of the original code would remain, and you'd be left with quite a few angry players who are wondering why their game has completely changed. It's easier on everyone and reduces collateral damage, if you could call it that, due to it being something different.
I don't know, maybe it's not so much a sequel as a spin-off, just far closer to what Minecraft is than something like Story Mode.
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I get you're not a huge fan, but this suggestion doesn't hurt anything. I doubt my vision of Minecraft 2 would ever come to fruition, but I hope to convince people that a Minecraft sequel is feasible.
Could you explain? The magic resistance is to give some less-used tiers, such as leather, some good use, and allows some more variety in mobs. I'm not suggesting actual magic, it just makes it possible to resist potion effects.
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Probably. I'll be overhauling villages anyway (a block above and behind a door does not make a building).
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I'll discuss mobs when I discuss their dimensions (though the dimensions are going to be split up across multiple parts each). This is just the basic information that applies to all mobs.
But, in answer to your question, iron golems will still spawn naturally in villages, but they are the exception rather than the rule.
100%, all Moons, Costumes, Regional Coins, and souvenirs collected. That game is fun.
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Yeah, it's like that. It's supposed to be an Easter Egg and something that really sets this otherwise useless-in-combat weapon apart. Really, since all the tools aren't great for combat, I've given them unique abilities instead (well, except the hoe, I would definitely appreciate feedback on that).
I get what you're saying, but I don't think it's that big of an issue. I'll wait for more feedback on this.
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It's a reference to Shovel Knight.
Yeah, the slot is disabled. It's still there, but the offhand is hidden and you can't use whatever is in that slot.
Well, there are enchantments and tipped arrows. That's what Magic Resistance is for.
I think that making daggers throwable would reduce the uniqueness of the axe, and causing bleeding damage seems overkill especially since a successful backstab is enough to one-shot most enemies.
I went and opened the WIP draft of the suggestion today, which I haven't opened in at least a month, and there were literally just two paragraphs left to write. I think I might have intended to include more to this suggestion, but I can't remember what for the life of me.
It's an interesting idea, but I don't see the player making much use of it (explosions are lethal, knockback is usually minor and imprecise, and while flight would work I think it fits better with the spear).
Well, I didn't really forget, it's just that I'll talk about them where you get them. The player can only build the basic bow, and of all tiers. There are also special bows, such as a crossbow, or a bow with a scope, but those are rare weapons you find by exploring. There are also unique weapons too, that you can find, but I'll talk about them when they're more relevant.
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Must stop...Mario Odyssey...finish...suggestion...Power MoonsIntroduction
Remember, a term like 15/10/5 means 15 on easy, 10 on normal, and 5 on hard.
Mobs
As lighting is no longer something the game keeps track of, spawning now works a lot differently. The surface is y>=0, and note that chunks are cubic.
Most Passive Mobs: The game attempts to spawn a passive mob whenever the player is above the surface level once every five seconds. The game picks a random block in a chunk with a safety of 50 or higher within a 15 (or less with lower render distances) chunk radius and within ±16 vertical blocks of the player's position. If the block below it is a valid surface block, such as grass or snow, then the game attempts to spawn a pack of passive mobs based on the biome. The game makes up to five attempts , multiplied by the pack size, to spawn a mob near the spawn block, which can be anywhere within an 11x11x11 cube centered on it. The game selects a random block within the cube, and then looks down, then up, for an air block within the cube with a valid surface block below it and another air block above it. If this succeeds, the game spawns the mob.
When the game generates a chunk with a valid surface block in it, it has a 1% chance of forcing a passive mob pack to spawn, though if conditions are extremely unfavorable the mobs may still fail to spawn.
Neutral Mobs: There aren't many of these, and they can be vastly different, so they'll be discussed on a case-by-case basis. They will never spawn in a "safe" chunk.
Most Hostile Mobs: Hostile mob spawning largely depends on three values: Proximity to player-placed blocks, proximity to mob-repelling blocks, and the chunk's "safety" value. The game attempts to spawn a mob 10/15/20 times per second, and looks anywhere within an 8-chunk sphere to place them. A block is chosen, and if it is an air block, the game then checks a random value against the chunk's safety value. If the value is greater than the chunks safety, then it checks a random block in an 11x11x11 cube centered on the spawn block. Once it has found an air block, it checks for any nearby blocks that repel mobs, such as lava. It then checks a 5x5x5 cube around that block to check that none of the nearby blocks were placed by the player. Finally, the game then checks below, then above that block for an air block that has an opaque block below it and enough air blocks to hold the mob above it. If it succeeds, the mob is spawned and the game continues to attempt spawning mobs until it has run out of attempts or it has spawned the entire pack.
Utility Mobs: Most utility mobs do not spawn naturally, and those that do have unique spawning circumstances.
Ambient Mobs: Ambient mobs spawn the same as passive mobs, though the game attempts two spawns per second and only does it within an eight chunk radius of the player.
Tamable Mobs: They spawn in largely the same manner as a passive mob.
Chunk Safety: Every chunk has a safety value that is determined by a variety of conditions. Safety effects the chance hostile mobs will spawn, with a safety of 100 negating hostile mob spawns in that chunk.
Mobs and players no longer have invincibility frames, which means that fast weapons and duel-wielding are actually viable (Damage-over-time effects are handled differently because of this). Mobs do have a knockback cooldown to prevent being easily pushed around, so that for half a second after taking knockback, the mob will only take knockback from sources that deal more knockback than the previous source.
Weapons and Abilities
There are four types of tools and five types of weapons. Each one has its own special ability when used in combat, though weapons are obviously more valuable for this purpose. All weapons have a weight value, which slows you down by that percentage when you wield the weapon. Two-handed weapons disable the offhand slot. All weapons and tools have five types of attacks:
Weapons either swing, slash, or stab. Swinging attacks go from the shoulder and hurts the enemy in front of you even if you aren't pointing directly at it. Slashing does an aoe attack in front of the player, similar to the current sword's sweep attack. Stabbing just hits whatever mob the player is pointing the crosshair at.
All attacks have a base +10% piercing since armor can't completely negate damage.
All weapons have cooldowns that begin to deplete after the attack animation has finished. You cannot attack before the previous attack has finished, and attacking before the cooldown is back to zero will reduce the damage of the next attack.
Attacking with a weapon at the same time your enemy attacks causes a parry to occur if your opponent also has a weapon. This prevents either attack from connecting. A player cannot parry with their fists, a bow, or a dagger.
Pickaxe
A pickaxe's primary function is to mine stone and ore and doesn't do much damage in combat. However, it is good for weakening heavily armored opponents.
Cooldown: Fast
Durability: Average
Damage: Low
Speed: Average
Knockback: None
Special: Disintegrate Equipment: When a pickaxe successfully does damage to a mob or player wearing armor, the pickaxe does significant damage (based on its tier) to a random piece of armor they are wearing. If used to successfully parry an attack, the pickaxe will damage the enemy's weapon. If used to attack a mob or player who is using a shield, the shield will be damaged unless the enemy bashes at the right moment. Pickaxes are less effective at disintegrating equipment of a higher tier than they can mine.
Quick: This performs a swing similar to mining.
Sprint: This is identical to quick attack.
Charge:: A charged swing does double damage to equipment.
Jump: This damages the enemy's helmet if it has one and it is not blocking or parrying the player. If the attack connects, but the enemy does not have a helmet, it does damage to a random piece of the enemy's armor.
Jump-Charge: This does small damage to all of the enemy's armor and cannot be blocked or parried, though it can be countered with a bash. The damage to the armor is increased with a greater fall.
Axe
An axe's primary function is to chop wood at an increased rate from the player's fist. In a pinch, it can make for a good throwable weapon.
Cooldown: Average
Durability: Average
Damage: Average
Speed: Slow
Knockback: Average
Special: Tomahawk: While charging, the player can throw the axe ~20 blocks by pressing the drop key. The axe will mow through mobs and can do quite a bit of damage when used in a crowd, but it will become lodged in the block it lands in and will have to be retrieved by pressing the activate button on it. In addition to the durability loss from hitting the mobs, the axe takes some extra damage from landing unless it lands in a liquid. In addition, as a touch of "realism," parrying an axe with a weapon containing wooden parts will do a large amount of damage to it, instantly breaking weapons made completely of wood.
Quick: This is a simple swing.
Sprint: This is a simple swing with +5% piercing.
Charge:: While charging, you can drop the axe to activate its tomahawk ability. A charged attack is a powerful swing with +15% piercing.
Jump: This does a somewhat powerful swing with +10% piercing.
Jump-Charge: This does an extremely powerful swing with extra damage and extra piercing depending on fall distance.
Hoe
The hoe's sole purpose is for tilling land. If you had hoped to use it for combat, you'll be sorely disappointed.
Cooldown: Instant
Durability: High
Damage: Negligible
Speed: Fast
Knockback: Negligible
Special: Master of the Mundane: The hoe's insane speed and lack of a cooldown can make it useful for keeping back a hoard of enemies, but as it has no inherent effects it shouldn't be used if you have an actual weapon. (I'm open to suggestions for an actual special ability.)
Quick: A mediocre swing.
Sprint: A fast mediocre swing.
Charge:: A slightly less mediocre swing.
Jump: A mediocre swing from above!
Jump-Charge: A somewhat competent swing that has a chance at stunning your opponent based on the height of the fall.
Shovel
Like the hoe, the art of shovelry isn't very effective damage-wise, though a few may get some use out of its special ability.
Cooldown: Fast
Durability: Average
Damage: Low
Speed: Above Average
Knockback: Below Average
Special: Shovel Might: Performing a jump attack on an enemy from above will bounce the player up a small amount. Each consecutive jump attack will bounce the player up even higher. This can be used to get high up or get significant height for the jump charge. This ability is less effective on enemies with helmets, bouncing the player half as high and doing less damage. A properly timed shield bash will cancel out the bounce.
Quick: An inverted swing, done from the feet up to the shoulder in the opposite direction of other tools' swings.
Sprint: Does a stab.
Charge:: Also does a stab.
Jump: Activates the Shovel Might ability.
Jump-Charge: Creates a tremor that goes up to ten blocks in front of the player and damages all mobs and players hit by it.
Sword
The sword has the fastest DPS of any weapon, though its special ability isn't very impressive. It's also capable of doing all three types of melee attacks.
Cooldown: Fast
Durability: Above Average
Damage: Above Average
Speed: Fast
Knockback: Below Average
Special: Whirlwind: Releasing a charge attack does a spin attack, doing damage to everything near the player, though less damage is done per mob compared to a normal slash.
Quick: The sword does a quick slash in front of the player.
Sprint: The sword stabs the mob in front of the player.
Charge:: Activates the Whirlwind ability.
Jump: The sword does a swing from the shoulder.
Jump-Charge: The sword does a swing for the entirety of the charge, damaging mobs mid-air and doing large damage to any mob near the point of impact.
Hammer
The hammer is a heavy two-handed weapon which has the highest potential for damage and knockback. While its DPS isn't as high as the sword, it is more effective when used in a group or against foes with a shield.
Cooldown: Slow
Durability: High
Damage: High
Speed: Slow
Knockback: High
Special: Shield Disabling: The axe's shield disabling ability has been moved to the hammer. Attacking someone using a shield, even if they bash, will disable the shield, forcing them to put it down and making them vulnerable for a short while.
Quick: The player slashes the hammer, hitting everyone in front of them.
Sprint: The player swings the hammer, hitting only the mob directly in front of them and doing insane knockback.
Charge:: The player hits the enemy hard, with a chance at giving it a short slowness effect.
Jump: The player bashes the enemy on the head, performing extra knockback.
Jump-Charge: The player hits the ground, doing damage and knocking back everyone nearby. This takes a moment to recover from.
Dagger
The dagger is the cheapest and fastest weapon a player can make, but its low durability means that it is useless in a head-on fight. It is meant for stealth.
Cooldown: Instant
Durability: Negligible
Damage: Low
Speed: Fast
Knockback: None
Special: Sneak Attack: When the player attacks an enemy that doesn't detect them, the dagger does 30 times more damage, killing weak mobs and severely weakening stronger mobs. When used against a player, the dagger will only do extra damage if the player is hit in the back and they haven't been hit by that player for the last five minutes.
Quick: Performs a quick stab.
Sprint: Performs a quick swing, with the dagger facing down instead.
Charge:: The player does several stabs in quick succession, though only the first stab may be a sneak attack.
Jump: Performs a quick stab.
Jump-Charge: As soon as the player lands, they will stab the enemy, which will count as an automatic sneak attack even if the enemy detects them as long as the enemy didn't detect them when they started falling. This is the only jump-charge that is not any more effective when done from higher up.
Spear
The spear is a medium-range two-handed weapon, capable of doing melee damage from a short distance away. While its damage is low, it provides a lot of piercing damage.
Cooldown: Fast
Durability: Average
Damage: Below Average
Speed: Average
Knockback: Low
Special: Breakthrough: Charged and jump-charged attacks completely ignore armor, though they can still be parried, blocked, and bashed.
Quick: A quick stab forward. +5% piercing
Sprint: A quick stab forward with slightly greater range. +15% piercing
Charge:: The spear has no kind of charge attack. Instead, while charging, the spear is held horizontally and the player can damage mobs simply by ramming them. +100% piercing
Jump: A slightly slower stab forward. +30% piercing
Jump-Charge: A slow stab with high knockback and +100% piercing.
Unarmed
For usage in combat, unarmed is often a poor choice, being slightly worse than daggers in damage output. However, with gloves the damage can be increased and you can become quite deadly with your fists.
Cooldown: Instant
Durability: Infinite, though gloves lose durability with each hit
Damage: Low
Speed: Fast
Knockback: Low
Special: Knockout: A charged attack has a chance at stunning the enemy, with a greater chance against low-health enemies. Players are slowed instead.
Quick: A quick hook (considered a stab).
Sprint: An upwards punch (considered a reverse swing).
Charge:: A slow hook (considered a stab) that activates the Knockout ability.
Jump: A downwards punch (considered a swing).
Jump-Charge: A downwards punch with both hands. Less effective on enemies with helmets.
Bow
The bow is a unique weapon, able to launch arrows at enemies from a distance. There are a few different kinds of bows, with different abilities. All bows can do headshots, which do extra damage and can stun enemies (or slow players). Headshots are 50% less effective if the target is wearing a helmet. It is less accurate while used when the player is swimming, in the air, or sprinting, and needs to be charged to do full damage.
Cooldown: Fast
Durability: High
Damage: Average
Speed: Slow
Knockback: Low
Shield
The shield is a defensive tool you hold in your offhand. It provides a static defense bonus, and provides even greater defense when the offhand button is held. While holding up your shield, you can press the main hand button to bash, which consumes a lot of hunger but can cancel nearly every attack against the player if timed properly.
That's it for combat. Next time, we're finally going to talk about the Overworld!
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I would definitely recommend it, provided you can get enough convenient flat locations to use the Switch's kickstand (having it in your lap is bad for your back). In my personal experience the joy-cons, while comfortable at first, begin to cramp up your hand pretty quickly. The grip helps but the pro controller pretty much eliminates this. There's also the benefit of a less vertical layout, which I find more comfortable. The sticks extrude out further and the buttons are also larger, making for better precision. It's cheaper than purchasing two more joy-cons for a 2-player game that needs a lot of buttons. It's also better than a joy-con for its Bluetooth support, allowing you to play most PC games with it as if it were an Xbox controller. Its only real drawback is that motion controls may not work as well with it (though in some cases, like in Breath of the Wild, I find them even better.)
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Well, I was joking, but I think taking elements could be taken from all the suggested ideas.
Though since Steampunk is obviously the best idea a frozen Steampunk city would be amazing.Also, the End is not a confirmed abyss or the moon, and it is definitely not underwater, so I don't know where that idea came from.
Anyway, my ideas:
1. It should probably be atmospheric, with the classic Minecraft mix of piano and (what I think is) 8-bit style instruments, with some frosty bell-like motifs.
2. That's going to take a while to decide, but one idea, how about snowmen that hide in the ground, then pop out to pelt you with snowballs when you get close? (Kind of like this guy from Super Mario 64.)
3. Fishg mentioned crystals, which I like. I don't think adding more ores is a good idea without overhauling Minecraft's damage and defense systems. Instead, perhaps these crystals, along with decoration, could be used for more kinds of buffs.
4. That's a whole discussion in it of itself. We need a rough draft of the basic suggestion first.
5. Since hyperspeed train travel apparently isn't cool enough, perhaps a portal could be made from a resource dropped from strays.
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Since steampunk and space seem tied for second place, how about:
A frozen steampunk dimension...in space!
I'm on board with colored crystals and colored light, though for that we'd need yet another lighting engine rewrite. Colored lighting is technically currently possible, but it's kind of hacky and doesn't work with smooth lighting (or shaders, I'd imagine).
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I am and will probably be more active once I finally get around to finishing that Minecraft 2 suggestion. With suggestion critics dropping like flies someone's got to stick around to keep the newbies in line.
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Yes, a lot of people would agree with you, including me. However, it's not a big deal, it takes two seconds to make your Twitch account, and a Twitch account isn't any worse than a Curse account.
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If we get a deadline, then can we get a poll? I think that would help determine whose idea is liked the best. You might also want to consider closing submissions, since I think we've got enough ideas now to pull from and if we keep getting new ideas it could be a while before a deadline is finalized and the suggestion moves on to the next stage. If a new idea that is absolutely amazing comes up, we can extend the deadline again, but otherwise, October 28th should be the latest that we stay on deciding a theme.
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Well, the Steampunk idea is supposed to feel out of place and alien. It's a whole other dimension. Before the Nether and the End were added, they were completely out of place and alien, which made them great ideas for new dimensions.
The Aether is just as lazy as the Frost dimension, since it's literally just an anti-Nether.
A giant stone city definitely works, but I'm not too keen on the idea of trying to make a post-apocalyptic dimension and it all being an underground cave just seems too much like the nether with overworld ores.
Anyway, onto the other dimension ideas:
My problems with an ocean-based dimension are:
A dream dimension is an interesting idea for a lobby, but it kind of seems like a waste since nothing you do there is permanent.
The limbo dimension sounds kind of boring if there's nothing to actually do here.
The frost dimension does seem like a good idea, though again it doesn't seem very alien due to the fact we already have snow biomes. However, I'm on board if the community prefers this idea.