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    posted a message on Exploration & Biome Specific Resources

    This is something of a general, overarching idea- or, at the very least, my opinions regarding exploration. That is, I feel that exploration is something Minecraft very much lacks. To be fair, it is a game about 'mining' and 'crafting' things... but another one of its major appeals is the ability to 'explore an infinite world.' The problem I see right now is that there isn't much reason to do so.

    TLDR (Summary) ~ There's currently no real reasons to explore, due to the lack of biome unique resources. Various simple adjustments could make exploration more plausible and worthwhile.


    Mojang has recently announced that they intend to upgrade a lot of Minecraft's biomes. Most recently, the Taiga was upgraded... while I'm a fan of the newly upgraded Taiga, this update was also something of a let down to me. We got foxes- which are only useful for a few very specific types of item farms- and sweet berries, which are a new source of food... but are inefficient, and can't be used to craft anything.

    The problem with exploration now is not aesthetics- Minecraft's biomes already look pretty good- though certain improvements, such as the upcoming changes to mountains will look nice. The problem right now is that there's no real need to explore. Simply put, it really isn't necessary to go anywhere when you can get all the resources you need in pretty much any biome. You don't necessarily have to leave your spawnpoint so long as there's enough trees and animals nearby. The solution I would suggest would be to make sure that the upcoming biome upgrades aren't just cosmetic changes- but rather add content that offers some sort of imperative to explore.

    Currently exploration doesn't make much sense in the game- which isn't to say players won't do it anyways. Exploration is something that people seem just fundamentally inclined to do. However, if you think about it, exploration is kind of needlessly dangerous. It makes way more sense to continue developing your existing base than to try and travel somewhere else... when the resources are more or less the same, and dying might cause you to lose anything you've brought with.

    That isn't to say that there isn't any reasons to explore- there are certainly exceptions. However, a lot of these don't make sense either. Woodland mansions are quite rare, and you can get the totem of Undying from them. ...However, the totem isn't nearly as useful as its name implies, and you can generally find better loot in the far more common desert pyramids. You only need to find a single decent sized village to get all the trades you could possibly need- and can even mess with villager professions if that isn't enough. The Mushroom Isle is an extremely rare, special biome... but aside from Mooshrooms and Mycelium, it really doesn't have much to offer. Finally, the Stronghold usually neccesitates a lengthy journey... but this doesn't have anything to do with the world itself, but rather simply getting to the

    What really got me, though, was the Nether Update. I've only recently taken to exploring the Nether more in depth in survival... and it continues to impress me. The new content makes this dangerous dimension worth exploring- offering unique materials in each of its biomes, and balanced loot for the dangerous Piglin Bastions. This, at least, goes to show me that Mojang is more than capable of both listening to player feedback, and improving aspects of exploration in a way that both looks nice and works well with gameplay.


    What we need, (or at least what I would appreciate) are small changes to make exploration more plausible, and more worthwhile. Most importantly, these don't have to be big, contentious, game-changing decisions- but rather smaller tweaks and additions that add unique reasons for traveling to each biome. These are just some of my ideas, and I'd be interested to see what others like, dislike, or violently oppose:

    Changes in Mineral Frequency ~ One interesting way to change how players think about establishing mines and outposts would be to make some minerals more or less frequent depending on the biome. Mojang has already shown that this is possible by making Emeralds only generate beneath mountain biomes... but this is kind of silly, because emerald ore is almost completely useless due to its extreme rarity.

    This could range from simply making some minerals slightly more frequent- (For example; Iron ore is more common beneath cold biomes, Gold ore is more common beneath hot biomes, coal is more common beneath swamps and lush biomes) -to making ores exclusive to certain areas; whereas 'ordinary' biomes could retain existing levels of ore generation. While I'm sure this would be hard to balance, I imagine it would be something that few people would mind, if only because this would really only change where you wanted to mine rather than how you did it.

    Respawn Mechanics ~ Whether or not beds are overpowered is an entirely different debate that I went into elsewhere- however, exploration could be more plausible if there was a means of sleeping without resetting your respawn point. This could be as simple as making beds allow you to sleep, but having a seperate device to reset your respawn point. On the other hand, it could be argued that trekking through the dangerous night is a part of exploration to begin with. This is probably one of the biggest things that might be considered worth tweaking in the interest of exploration.

    Biome Specific Resources & Creatures ~ Sweet berries certainly give at least some reason for going to a Taiga... but they're really only noteworthy for adding some variety to their diet. New things could be added to biomes to give more reason for hunting down every biome than a simple achievement or advancement. More food sources could be one thing- (more types of berries, or other produce) -but these would, (like sweet berries) need to have unique new mechanics to be worth adding to the game. Another idea is more variations of existing creatures that would offer new resources or new means of obtaining resources that would make them worth hunting down. Consider, for example, a rare livestock that would offer the ability to farm dyes. (Ahem, Mooblooms. Why, Glowsquid?) This has already been implemented to some extent- Husks are unique to deserts, Strays unique to cold biomes, drowned to oceans... these are all variations of existing mobs, but aside from the trident, they don't really offer anything new. Adding mobs that provide an additional imperative for exploring both increases the quality of biomes... and makes them look nicer.

    Better Means of Travel ~ This idea is pretty simple, and doubtlessly pretty debateable. I almost always end up playing with the 'Waystones' modification- which adds an expensive new object that allows players to teleport instantly between other waystones they've built or discovered. ...However, I would be the first to admit that this modification is more than a bit overpowered. Of course, the existing modes of transportation aren't the greatest either- Nether highways are dangerous and expensive to build, Horses are useless if you want to get through a forest or mountains, and minecart rails are too expensive for traveling long distances. If something like waystones was implemented in the game, they ought to be even more expensive- requiring eyes of ender and diamonds at the very least. They shouldn't drop themselves when mined, and they should only occur naturally in ruins or towers of some sort very rarely, making them more of an end game item. This would make, (And I can assure you, it does make) establishing outposts far, far more plausible.

    More Biome Variation ~ While this would be a lot harder to implement, I think it might go a ways to decrease the feeling of 'same old same old' when exploring. Adding slight variations to existing biomes- such as woodland cliffs, or jungle mountains, or mixed woodlands with multiple types of trees; would help make the world feel a bit more diverse and varied.

    Posted in: Suggestions
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    posted a message on Better Crafting in Minecraft (no scamming)

    I definitely agree with the woodcutter idea- in the same way that the stonecutter makes stone blocks more efficient. However, I also think the existing stonecutter is a bit overpowered- or at least too cheap to make considering how helpful it is. Perhaps this new stonecutter could utilize copper, and the existing stonecutter could require a diamond as part of its blade. (On another side note about my issues with stonecutters, standing on the blade ought to deal damage! If berries and cacti hurt you, a metal blade should as well.)

    Posted in: Suggestions
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    posted a message on Vanilla Style, Simple Automation Mod

    While I can understand why Automation isn't much of a thing in base Minecraft, one of the main problems I find myself noticing is that mods that do add automation tend to go a little bit overboard. Very few of them fit well with the base game, and it tends to force players to end up choosing between the vanilla game, and automation mods that replace the base game entirely. 'Create' is the one mod I've found thus far that at least has something of a Vanilla aesthetic- but this too changes the game so drastically that it becomes more about the mod than the base game.

    Something I would be interested would be a mod that implements simple, Vanilla style additions to the game that allow for more modification, without breaking or drastically changing the game. Primarily, this would be in hopes of offering alternative solutions for some of the weirder bits of automation in the game- Automation does exist in Vanilla, but it tends to be pretty exploit-laden. (At least in my opinion.) Many of these ideas are present as small additions offered by larger mods- but it would be neat if there was an all encompassing 'Automation Update' so to speak, that added a bunch of helpful additions with a similar, vanilla-esque* aesthetic and mechanics. These are all general, conceptual ideas. I'm by no means a programmer of game developer, and am aware that balancing this sort of thing is far from easy. This is mostly just how I would consider going about adding an automation mechanic to the game.

    *(By which I mean sharing an aesthetic similar to Vanilla- that is, new components could have a similar appearance to existing automation and redstone mechanics such as pistons, furnaces, etc.)

    LOGISTICS ~~~~~~~~~~~~~~~~~~~~~

    Conveyor Belts are a means of moving items and blocks around very quickly. They are crafted with three wool in the top row, two iron ingots and one redstone dust in the middle row, and three cobblestone in the bottom row. (This recipe makes Three Conveyor belts.) These can be used to visibly move items, blocks and even mobs in a specific direction. Conveyor belts can be dyed to make logistics easier to see, and stop moving when they recieve a redstone signal. Comperators release signals from conveyor belts with an item, block, or entity on it. Like stairs, conveyor belts connect to adjacent conveyor belts of the same color. The block itself is slightly shorter than a regular block, with the belt set into the top, and animated in order to show which direction its pumping. It would be cool if blocks appeared as scaled down versions of their in-game model when on a conveyor belt- (That is, if their models were the size of player heads when carried on belts.) Conveyor belts can dump their contents directly onto a hopper. Importantly, they are cheaper to make than a chest-minecart system. And look nicer, besides.

    Vertical Belts are exactly what the name implies. They can move blocks, items, and mobs directly upwards, but are slightly more expensive than normal belts. Like normal belts, they visibly lift things upwards, can be measured by comperators. These would not be elevators, and would strictly only work for blocks, items, and smaller entities.

    Item Pipes can move items, but not blocks. They're also slower than conveyor belts, but are easier to craft. I like how Quark goes about doing item pipes- that is, like many of Minecraft's mechanics, the pipes introduced by said mod have mechanics determined by how they're placed rather than what 'modules' are input into them. In this way, only one new thing has to be added rather than a dozen needlessly complicated ones. Items try and move downwards, move randomly when confronted with a junction, move straight if possible, and can be inserted into hoppers and fed by hoppers. Similar to Quark, one glass pane and two iron nuggets could make an item pipe.They break if too many items are stored inside, and can also interact with comperators/deactivate if they receive a redstone signal.

    Junctions are blocks that can separate and merge conveyor belts, but not item pipes. A Seperator is a redstone block that can take in a single conveyor belt input, and split it into three separate outputs. A Merger is a redstone block that can take in up to three conveyor belt inputs, and merge it into a single output. Like pipes, these blocks break if they become overloaded. also like pipes, redstone signals lock these blocks. Each of them has four visible input slots on each side, and an emblem on the top that shows what type it is. Both would be made using a single piston, cobblestone, and two redstone dust in a different arrangement. They can also feed directly into other junctions, as well as droppers and dispensers.

    Sorters are a useful type of redstone circuit that can be placed directly next to a conveyor built- similar to the sorting mechanics of Create, they can hold a single item, and will then act sort of like a piston, pushing the same type of item off the Conveyor belt whenever it occurs adjacent to it on the Conveyor. Like all the previously mentioned blocks, a redstone signal disables this block. It can also be fed an item by hoppers, and its item can be retrieved with a hopper- allowing for really complex logistics if that's your thing.

    Magnets are a unique block that draws items towards it when activated- however, it isn't cheap, requiring a Netherite ingot, iron, and redstone to craft. (This is somewhat going off the other magnetic properties of Netherite that the Lodestone illustrates.)

    CRAFTING ~~~~~~~~~~~~~~~~

    Autocrafting is something that I doubt was ever intended to be implemented in a game that is literally all about crafting... but I think it is possible to implement without breaking the game, and without completely moving away from Vanilla aesthetics.

    Autocrafter ~ This expensive block is integral to automatically crafting things. The recipe for this block consists of a diamond, two pistons, an item frame, two redstone, and three cobblestone. It has a sort of redstone-item frame on top of it, which can be fed by a conveyor belt, hopper, or player interaction. When enough Autocrafters are adjacent, and they're supplied with resources that form a crafting recipe, if one of the Autocrafters in the network receives a redstone signal, it crafts the object, which is then output from the bottom of whichever autocrafter recieved the signal. In this manner, you need less autocrafters to make simpler products- buttons, for example, would only need a single crafter. More complex recipes, however- such as an iron block- would require nine autocrafters in a 3*3 pattern.

    Oven ~ A less expensive crafting block made using a Smoker, some redstone, and some iron. The Oven can be fed food type resources, and automatically cooks them. While slower than a smoker, it requires slightly less fuel input, and can be used to automate the production of cooked foods.

    Cauldrons ~ Could be used to automate potion making. When potion ingredients are dumped into a cauldron, and said cauldron is also input blaze powder, (Which causes an orange bar on the side to fill up), it can brew potions without the aid of a player. Potions can then be drained from the bottom via a hopper supplied with empty bottles.

    A Means of Crafting Spawners ~ This is kind of iffy- finding ways to establish a base around a spawner is already an interesting game mechanic. As such, a craftable mob spawner should require a Nether Star to craft- or perhaps just a lot of netherite. Then, a central ingredient could determine what type of spawner it is- (blaze powder for blazes, spider eyes for spiders, gunpowder for creepers, rotten flesh for zombies, etc.) This would only work with hostile mobs.

    Redstone Wrench ~ This sort of goes without saying. A simple tool that can rotate a redstone device ninety degrees so you're not always worried about placing them.

    OTHER ~~~~~~~~~~~~~~

    Dispensers Can Plant Seeds & use Bonemeal ~ Exactly what the name implies.

    Dispenser-Minecarts that Can Place Tracks ~ Also exactly what the name implies.

    End Chests can be Fed by Hoppers ~ Once more, exactly what the name implies.

    Iron & Netherite Drill ~ The Iron drill breaks blocks when pushed up against them by a piston- however, blocks broken with the iron drill are not dropped. As such, it's only really useful for tunnel boring. The Netherite drill, on the other hand, requires an End rod to craft. It can break blocks and drop things, allowing for automated cobblestone generators, tree farms, quarries, etc.

    Spikes ~ I suggested this seperatly in another thread- but retractable spikes could be used both as a fun trap, (Well, I mean, traps aren't necessarily fun), and a means of making more efficient mob grinders. the damage taken on spikes depends on how far a fall you take on them- and a very high amount of damage is dealt if you're crushed by spikes.

    Grates ~ Another mob grinder/farm thing, Grates allow items to fall through, but not entities. They're made with iron.

    Trough ~ This is also shamelessly borrowed from Quark- feeding troughs can be supplied with food automatically, and mobs will eat from them- however, they have only about a fifty percent chance of inducing breeding mode when animals eat from them.

    Posted in: Requests / Ideas For Mods
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    posted a message on What if beacons could color the sky, and conduits could color the water?

    ...I like this idea. It would be a nice aesthetic change. Plus, considering how powerful, expensive, (and slightly broken) beacons are, I would be all for giving them a graphical upgrade. (Maybe runes or other particles encircle the beacon?) Changing the color of the sky/water for beacons and conduits would be helpful in regards to seeing how far their range extends... and yes, would look pretty cool.

    Posted in: Suggestions
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    posted a message on Diseases

    One of Mojang's big design principles is that they don't add 'natural disasters-' that is, if something goes horribly wrong, it's the player's fault, and not the result of some random chance. That being said, I don't think diseases are a bad idea- they would just need to be related to something the player does, or a choice they make. If food quality degraded over time when food wasn't properly stored, and players ate it, and then got sick, that would be (At least in my opinion) a more player centric way of implementing something like this. Also, duration would be important. I for one wouldn't want to have to deal with these debuffs for a really long time because of one dumb decision- the idea of a cure bottle would be helpful, but even still I don't think a disease effect should last that long unless, as was said, this were implemented in higher difficulties.

    Lastly, I'm not sure how I feel about a thirst bar being added. On the one hand, I think it would be interesting for higher difficulties- but on the other hand, it seems more like a nuisance than a helpful new game mechanic to constantly give yourself water. More so, it's really easy to make an infinite source of water, and I think that such a mechanic would be very easy to exploit.

    ...However, I do like the idea of more insidious threats for higher difficulties. I'm just not entirely sure if this would be the right way to implement them.

    Posted in: Suggestions
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    posted a message on better enchanting and make more useful than villger trading

    I would definitely like to see a change in how enchanting works- but I think there is something to be said for the existing system. That being said, it does make the Enchanting table kind of pointless if you don't know what you're enchanting things with, and can't easily refresh your options. I like the elegant solution presented to this in the Quark Mod- players can use different colors of candles in place of bookshelves to give themselves a higher chance of getting the enchantment they want. (Such as orange for mending, or green for Unbreakable.) however, since the candles don't count as bookshelves, players have to choose between getting higher levels of enchantments, or a higher likelihood of the enchantment they want.

    Posted in: Suggestions
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    posted a message on Redstone Indicator- Yet Another use for Copper/Amethyst

    First of all, I'm aware that colored light is not currently possible in Minecraft. This is an idea for a red stone block that changes color based on the strength of the red stone signal it receives, and emits light like a red stone lantern.

    Crafting ~ Three tinted glass in the first row, followed by two copper and a quartz block in the second row, and three dye in the third row- red, yellow, and blue. This recipe would make three Indicator Blocks.One side of the block has a copper-like pattern that resembles a red stone lantern, while the other is a solid color.

    Use ~ The Indicator Block changes color based on the strength of the red stone signal it receives- by default, the indicator appears black. It becomes, (From one to fifteen signal strength), Purple, Magenta, Pink, Light Blue, Blue, Cyan, Lime Green, Green, Yellow, Orange, Brown, Red, grey, Light grey, and white. It also emits light when it is active. This could be used to create more complex displays and indicators using red stone, while also offering a new and useful application for the new materials added in 1.17.

    Posted in: Suggestions
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    posted a message on Foliage Regenerates over Time

    One thing that's irritating about harvesting things like flowers, mushrooms, and other useful plants that can't be farmed is that once you deplete an area of these things, not only do you have to go looking further for them- but it leaves the undergrowth lacking, and the surrounding area bare. Once you've dumped a bunch of water on a prairie to gather wheat seeds, it leaves it looking a little sad. ...Now, of course, you can use bonemeal to fix this- but it seems to me that this makes the environments feel pretty static. It would be interesting if, over time, grass-type blocks regrew their respective flora. That is:

    -Grass blocks regrow biome specific flora. In prairies, for example, grass grows tall grass, and occasional dandelions.

    -Crimson and Warped Nyllium grow their respective fungi and vines.

    -Podzol grows ferns and occasional mushrooms

    -Sand has a chance of growing seagrass when underwater.

    -Mycelium grows mushrooms far more quickly than podzol.

    Now, I want to be very clear- this would need to be a balanced mechanic! In order to make sure that this didn't render it far too easy to obtain these materials, this regrowth would happen pretty slowly, and would occur based on proximity to other flora, so that areas didn't become completely covered with plants the instant you cleared them. This could also be more biome specific- jungles, for example, would grow flora back much faster.

    ...If this idea was really to be taken to its extreme, saplings could have a small chance of generating in certain areas so long as they grew a certain proximity away from trees. However, this would likely be far more difficult to balance.

    Posted in: Suggestions
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    posted a message on Vanillaesque Food Expansion

    There are plenty of food modifications for Minecraft- but most of them add a frankly ridiculous amount of foods that are kind of overwhelming to work with.I like Culinary Construct in that it adds modular foods such as sandwiches and soups; but it still only goes so far. There has to be a happy medium between something that revamps a food system that mostly encourages players to eat the same things over and over again... but doesn't go too far.

    This idea is similar to the 'Food Expansion' mod, in that it adds new foods- however, unlike this modification, it might also add some new subsystems in order to try and encourage players to farm in a more versatile manner, and pay more attention to what they eat in order to reap more benefits from doing so. As always, I would be happy to make pixel art for such a mod. This is mostly just a collection of my ideas for improving food mechanics in a way that wouldn't be annoying, overwhelming, or at odds with Vannila gameplay.

    Soups & Cauldrons ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Right now, mushroom soup is pretty easy to make, but kind of overpowered. In order to balance out this sort of thing, I propose that soups could be brewed using cauldrons. The idea is fairly simple. Players throw up to eight food ingredients into a cauldron to make a soup. Similar to Culinary Construct, the food points of said soup would vary based on the ingredients. Valid ingredients/combinations might include:

    Suspicious Stew/Rabbit Stew/Beetroot Soup ~ Already in the game, these recipes would remain the same. Notably, rabbit stew is broken right now- the ingredients give more shanks when eaten separately than the actual stew.

    Mushroom Stew ~ Three of any mushrooms, (Red or brown) makes mushroom stew.

    Vegetable Soup ~ Three of any vegetables. The result is slightly higher than their total food value. Farmers might sell this.

    Strange Stew ~ Made using a combination of crimson and/or warped fungus, this stew would give the user temporary effects of fire resistance and fill up some food bars, at the expense of dealing a small amount of damage.

    Disturbing Stew ~ Made using random food ingredients that don't result in another combination, this soup would fill a random number of food points- (Or cause the player to randomly lose a small bit of food points), and would have a small chance of causing ar andom status effect for a short bit of time.

    Divine Broth ~ Made using a golden carrot, golden apple, and chorus fruit, would bestow a random combination of positive status effects for a significant duration, as well as filling the hunger, health, and saturation bar to full. Clerics would have a small chance of selling it.

    To brew any of these, players would place a water cauldron over a source of fire- this would mean that getting to the Nether and obtaining netherack would make it far easier to make stews. (...Maybe using netherak to brew soups always results in strange stew, to force players to expend wood blocks?) You then throw ingredients into a cauldron full of water, eight ingredients producing about three bowls of soup. This would, of course, require different models for the cauldron depending on what soup it was holding.

    Better Foraging ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Foraging right now doesn't make sense in Minecraft, as it's firstly much easier to just kill animals; and secondly because the only real forageables are sweet berries, which are unique to the Taiga, and are an incredibly poor source of food anyways, if an easily replenishable one.

    In order to improve this mechanic, I propose adding some new forageables into the game, and a new mechanic that allows them to grow back over time.

    Herbs ~ Non-farmable plants that are found in the wilderness, and can be applied to most foods. There would be three herbs, each of which offer different effects to foods when applied. Savory Herbs are a grass-like dark green plant found in dark oak forests, jungles, and swamps; that slightly increase the shanks of a food. Sweet Herbs are found in jungles and flower forests. When applied to a food, they make it heal much more hearts. Finally, Spicy Herbs are unique to mesas and savvanahs- they give food much more saturation when applied. These can't be applied to all food objects- you can't, for example, make 'Spicy Cake,' but you can make 'Savory Smoked Salmon,' 'Spicy Vegetable Stew,' and 'Sweet Bread.'

    Two new variants of berries might be added- Citrus Berries, which are found in birch forests and occasionally on prairies; and Violet Berries, which are unique to Swamps. All three berry types would be found in jungles. These would mostly just be used as cosmetic variations of the Sweet berry, but might have their own unique cooking recipes to make foraging more of an actual game mechanic.

    Finally, blocks would have chances of generating foaregebles- and other foliage- randomly. If chunks remained loaded, grass blocks would generate grass, tall grass, and flowers over time, podzol would generate ferns and mushrooms, crimson and warped nyllium would generate their respective fungi, and mycelium would generate mushrooms more quickly. In order to balance this mechanic, what and how much foliage grows depends on how much foliage is nearby. In this manner, mushrooms and other plants would grow back over time. This would allow players to forage more sustainably, and grow forageables over long periods of time if they had silk touch tools with which to move grass-type blocks.

    Special Food-Crafting Table w/ Recipies ~~~~~~~~~~~~~~~~~~~~~~~~`

    Once again, in order to make it a bit more difficult to make better foods, it seems like it would be a helpful balancing mechanic to have a special crafting table devoted to making foods. Anything that requires multiple food ingredients to make require this special Cooking Table- made using smooth stone, iron ingots, and maybe stone bricks? The cooking table would also provide a special, separate recipe book for foods.

    More Foods! ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    And finally, a couple of ideas regarding new types of food players could make!

    Kebabs ~ Made by using a stick and two meat or vegetable foods. A kebab would fill a decent bit of food points, but would do so quicker than normal food.

    Caramel & Candy ~ Caramel is made by smelting sugar in a furnace or smoker. It can be used along with dyes and honey to craft sixteen different types of candies based off the sixteen colors of dye. These would be fairly expensive to make, but would provide a speed boost, mining efficiency, and jump boost when eaten. Caramel alone would restore a fair bit of shanks, but would actually deplete saturation.

    Chocolate Bars & Cake ~ Because there really aren't enough uses for cocoa beans right now. Chocolate bars would be another sweet food that refilled shanks but not saturation, and perhaps cured some negative status effects. Chocolate cake would simply be a cosmetic variation of cake made by replacing the milk with cocoa beans, and might also remove some bad status effects.

    Potion of Saturation ~ Make by adding caramel to a potion of strength using a brewing stand. Refills hunger bar rapidly.

    Posted in: Requests / Ideas For Mods
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    posted a message on Add Soup Cauldron and more soups!

    Definitely wouldn't mind more uses for cauldrons. As of right now, they seem pretty useless in Java edition- and I wouldn't mind being able to use them to do alchemy, store lava, etc- however, Soups never occurred to me. I like this idea- it would work well to improve Minecraft's lacking cooking system.

    Posted in: Suggestions
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    posted a message on Candles Used for Enchanting

    The addition of candles in 1.17 is a nice aesthetic touch- but they don't really do anything useful besides making your cake look nice. An interesting way to make candles a bit more helpful would be to allow them to be used in enchanting things- (And I admit, this idea can partly be credited to Quark, though I like how Mojang has implemented candles a bit more.) Candles aren't really a viable alternative to torches, but they could still be used for something that encourages players to make them, and also shows off how nice candles look: Enchanting.

    The idea is pretty simple- if perhaps not so simple to implement. Enchanting tables normally require tiers of bookshelves around them to gain levels. It would be interesting if candles could be used in a similar fashion- placing candles instead of a bookshelf block would increase the odds of a certain enchantment being available based on the color of candle used. Red candles, for example, would increase the odds of offensive enchantments like sweeping edge; green could increase the odds of looting, and blue the odds of riptide or aqua affinity.

    While candles would increase the odds of getting a desired enchantment, this would come at the expanse of not upgrading the enchanting table- as such, one would want a balance of bookshelves and candles, using only a few to increase their odds of getting the enchantment they want.

    Posted in: Suggestions
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    posted a message on We can breed villagers by throwing food to them, let's breed animals in this way too

    I'm not necessarily in support of breeding entities automatically- but if this was an option, I don't think that having food dropped on the ground is the way to do it. It would make more sense, (At least to me), to have a special trough block of some sort that could accept food from the player or hoppers, and that animals would eat from periodically. This might fix some issues with farming- I don't think, for example, that Mojang intended the most efficient farm to consist of shoving twenty four cows in a hole and feeding them until they have babies and then start suffocating from entity cramming. ...Maybe I just like cows too much.

    Posted in: Suggestions
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    posted a message on Stonecutter Upgrade For Copper Ore

    A copper stone cutter could be used for carpentry- that is, cutting wood blocks. This would be a great deal more helpful, (At least in my opinion), considering how irritating wood stairs are to make, and would make sense for the softer metal type. ...Also, on something of an unrelated side note, I've always found it a bit silly that sweet berries damage a player... but standing on the stonecutter saw doesn't. It would be neat if you could use stonecutter saws as traps to some extent.

    Posted in: Suggestions
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    posted a message on Retractable Spikes ~ Yet Another Idea for Copper

    It has been mentioned before that the developers might add some form of spike blocks to the game- and that seems to have been fulfilled by the addition of dripstone stalagmites and stalactites. ...But I think this feature could be improved by offering another use for copper that would allow for new traps and machinery that could be useful in a variety of situations. This is another idea for copper, in addition to my concept for using copper to make shulker turrets. (See here.) The fact of the matter is that stalagmites seem sort of odd as a spike solution, (as do cactuses), and sweet berries simply aren't effective.

    A retractable spike block could be crafted using copper ingots, redstone, and an additional ingredient- possibly cactus, stalagmites, or end rods- (Depending on how difficult spike blocks should be to obtain.) The block itself looks almost identical to a regular copper block, but becomes spikey when it receives a redstone signal- that is, the signal causes the top half of the block to retract, and turn into spikes. Players can sneak through spikes without taking damage, but they do take damage similar to sweet berries when walking, and more than sweet berries if they're running. (Though players wouldn't be slowed down by this. If a player jumps or falls onto spikes, they take doubled fall damage, more or less.

    Spikes must be powered by redstone for moderatly good reasons- namely, it becomes too easy for players to simply place a bunch of spikes in PVP, or use spikes whenever they want, rather than as a trap, as it's intended. Spikes are supposed to be a redstone block, like the turret. The redstone mechanic allows players to make more interesting parkour and adventure courses. Spikes could also be used as a means of making more efficient mob grinders- when an entity is crushed by spikes, it dies much more quickly than by suffocation. (Perhaps powered spikes can be made with a redstone block, and stay on constantly?)

    Finally, (Perhaps the craziest idea of all), would be to add a late-game variant of spikes that can break blocks. This doesn't seem too game changing at first glance, but unlocks several new possibilities that would make it difficult to implement, but still a potentially interesting addition. A means of breaking blocks allows quarries, tree farms, cobblestone generators, and all sorts of other things. ...Needless to say, these would have to be pretty difficult to make for the powerful opportunities they provide. I have played using Quark's 'Iron Rods,' (Which are made using an end rod and iron, and have a similar idea.)

    Posted in: Suggestions
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    posted a message on Castle/Watchtower in Non-Snowy Taiga Variants

    I definitely wouldn't mind more ruined structures like this. Minecraft has always felt something like a long abandoned world to me, and I think more ruins would fit that sort of sense of age and loneliness that accompanies a singleplayer world. And it wouldn't have to be limited to snowy biomes- aside from ruined villages and ocean ruins, there isn't that much in the way of derelict structures, and I wouldn't mind occasionally spending the night in an overgrown, crumbling old tower. It could also be interesting if, (Similar to igloos), these ruins could have a small chance of having hidden structures underneath.

    Posted in: Suggestions
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