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, 5 months, and 27 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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Seems like a good idea, though I’m not sure how to implement it. It might require some core rendering changes. Regardless, I support.
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They don’t already do that? Sure, I Support this.
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Can’t you just go into spectator mode or press F1 to do this? I don’t think we need a whole key bind for this.
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I agree with the vague rule. “Add a new dimension! I don’t know what it should be like, just add one!” No meaningful discussion can take place, as all critics will just be asking for more details, and the OP will most likely not reply.
As for rules regarding readability, you have to understand that not everybody who uses this forum is a native English speaker or experienced at writing reports. It would be unfair to punish them for that. I’ve seen a lot of good suggestions with poor formatting. While that can hinder discussion, it rarely prevents it.
Here’s what I think:
1: A suggestion must have enough detail to be discussed. It is up to moderators to determine whether a thread constitutes as vague, but if people are constantly asking for clarification, that is a good indication. If a thread is somewhat detailed, but people are still only asking for clarification, that is still considered vague (“There should be a new dimension with a new boss, dungeon, and ore”).
2: A suggestion must have a certain number of words (I think 300, but it can be discussed). If it is below the threshold, the user is unable to post it and are directed to the small suggestion thread. A thread can be locked for artificially raising word count to bypass this.
3: A user can not abandon their thread within 30 days after posting. If they do not respond to new, legitimate criticism within 72 of it being posted, the thread can be locked (though it may be unlocked by request).
Breaking any of these rules results in an informal warning, though repeat offenses can result in formal warnings and temporary bans.
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First of all, this is forum support, not Minecraft support. This place is for if you have a problem with the forum itself.Anyway, in answer to your question, you need to hold your sneak key (default SHIFT) while clicking the block.
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One problem I’m seeing is a bunch of vague threads. Can we get the vague rule reimplemented? I used to be against it to avoid discouraging new users, but it’s getting out of hand. Threads like “add a new ore” or “add a new boss” are technically suggestions, but have little to no discussion value, and it seems to be getting rarer for the OP to reply or elaborate.
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While I agree Bane of Arthropods needs a buff, I think adding a whole boss for it is kind of extreme. Regardless, if you want to suggest a new boss, you need details, such as health and behavior. Also, Mojang doesn’t read this forum.
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Cool idea, but I think the cost for these skills are way too high. They should cost different amounts of hunger instead. There should also be more skills, to encourage more playstyles.
Partial support.
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Details please? I can’t support a vague idea like this. What would be in this dimension? How would we get there? What would it look like? What makes your version of the Aether different from all the other Aether suggestions? Here’s an example of a good Aether suggestion.
Regardless, I’m not entirely keen on the idea. The End is already a sky dimension. I’d prefer something more unique.
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And that’s the problem. Minecraft is not a hardcore game. It’s a casual game, meant to appeal to a general audience. It’s not for hardcore gamers who have more specific desires for the game.
If a feature is bad, it will be bad regardless of whether it’s in an optional game mode or not. In order to make this suggestion, Mojang would have to make a ton of changes to make it balanced. For example, how do you make thirst a fun hassle? Currently you can get a bottle in less than five minutes and completely mitigate it. Do you make bottles harder to get, which is more annoying than fun? Or do you require the player to purify the water first to avoid disease? How do you implement diseases? If deserts kill you, then there needs to be something lucrative in there so people will risk it. But what? This is a whole rabbit hole of questions, and it goes even deeper.
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We shouldn't have a separate gamemode to create a different game. That would split the community.
The existing gamemodes are all part of the creative sandbox mindset I mentioned earlier. In survival, you work to create what you want. Creative is the same but with a lot less effort. Adventure allows a player to better appreciate another's creation in both form and function. Spectator is a bit out of this mindset but still allows one to easily view a creation.
"Survival+" doesn't contribute to creation, it just make the game more annoying. To fix that the game would need extremely major overhauls---so extreme you might as well be playing a completely different game. That's a ton of extra work for Mojang for a mode that may or may not be that popular.
Making a feature optional does not make it good.
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Adding mechanics like temperature and thirst might make the game more realistic, but if they are just restrictions with no benefit then they aren’t fun. The “challenge” of these mechanics can be easily circumvented in a matter of minutes, so they’re just annoying.
Minecraft isn’t a survival game, despite that being the name of the mode. It’s a creative sandbox, where you do what you want to do. Preventing the player from doing what they want for no benefit is not a good idea.
Minecraft is also a casual game, which allows it to appeal to people of all ages. Making it survival oriented would make the game more hardcore and less accessible, reducing its popularity.
No Support.
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How about surrounding a sponge with blaze powder or magma cream in a crafting table?
Anyway, I Support.
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The Problem
Combat in Minecraft has always been kind of meh. There’s no weight to any attacks and no variety in the
best endgame equipment. For my last suggestion here, i’d like to change that.
The Solution
Weapons
Mojang’s decision to add a cooldown to attack’s has been, controversial, to say the least. While I personally didn’t mind the change, I didn’t find it to improve anything either. Combat still feels as unsatisfying as ever, and the cooldown felt so artificial. I want to change this by instead giving a swing to weapons, using actual immersive visual feedback instead of a meter. It would be like the sweep attack for swords, but apply to axes and tools as well. In addition, as long as your weapon hits your target, you’ll do damage, instead of requiring your cursor to be
over the enemy’s inconsistent hit box. Only the sword can hit multiple enemies per swing.
The current attack meter will be removed in favor of being able to perform two types of swings: a light swing and a charged swing. The light swing is done by tapping the attack button, and is as fast and does as much damage as a current attack at half charge. The charged swing is slow and performed by holding the attack button for half a second before swinging. This takes as much time as the current system, but feels more natural.
If your swing hits a block but no mobs, or hits a shielded player or mob, your swing will appear interrupted, though it will still do (reduced) damage.
Armor
Let me say something I’ve said multiple times before: no one is going to go through all the effort to get leather armor and wear it over iron or diamond armor, just because they can dye it. I propose that, to fix this, armor gives bonuses to stats.
Leather armor is light and increases movement speed (a whole set is equivalent to a speed II potion)
Chain armor increases mining speed
Gold armor has high enchantability and reduces hunger rate
Iron armor has a chance to avoid taking damage (an inherent Unbreaking I effect)
Diamond armor grants toughness like it already does
This means all armor sets are useful, depending on the play style and situation.
Armor can also provide set bonuses:
Leather reduces the duration of all negative potion effects by 50%
Chain provides a 20% chance of tools and weapons being treated like they have an additional level of Fortune/Looting
Gold provides a 5% chance of avoiding damage from any attack and reflecting it to the attacker. If health is greater than 1, grants a 50% chance of avoiding lethal damage, instead reducing health to 1
Iron armor lasts 50% longer when worn as a complete set, and improves durability of equipped pickaxes, shields, and swords.
Diamond armor improves health regen.
Sets are determined by a tag on armor, so map makers can disable these sets or create custom sets using a json file bundled with the map. Set bonuses can use attribute modifiers or any existing potion effect or enchantment in the game.
Conclusion
While these aren’t very complex changes, they are hopefully enough to make combat more varied without changing it too much. If these changes were implemented, I hope to see more strategy in PVP and PVE.
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Cool idea, but I'd just combine it with the horse armor.
Partial Support.