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    posted a message on New structure idea - Castles of the Dead.
    Quote from LoRaM100»

    In My Opinion... When I purchased this game (2011) the monsters were little more than a distraction to mining/exploration! I firmly believe the creator designed it like that. Back then there were separate PVP and survival games. Again IMO a far better method of dealing with the two different types of play.

    If you want to play at combat, join the armed services. Today you can try desperately to avoid bullets and IEDs. I filled my combat quota during VietNam. Thank you NO!!!

    I'll wager the vast majority of veterans today DO NOT want to play at combat. If they do there are countless games that rely entirely on conflict. They do not include MINE in their name!


    Survival mode is literally cruising for a bruising on Easy/Normal/Hard. Stop complaining about it and do one of the following things:

    1. Switch to creative or set difficulty to peaceful;
    Creative mode isn't debug for checking if things work right, it's for crafting entire structures without need to dully strip mine beforehand. Mumbo Jumbo, Cubehamster and Grian have youtube channels about redstone engineering / slimeblock machine construction / architecture respectively, you should love it. Here is a video that you should definitely enjoy if you love mining so much: And this one is from the Cubehamster, the most militant one of the trio in trems of what he is engineering.
    2. Install appropriate mods. There are whole throngs of people doing just that for fun, with appropriate modifications ready and waiting. Or just start a damn thread about what redstone machinery or complicated process of production of highly useful objects!

    Oh, and just in case. I know we have no intermediate between peaceful and easy. I don't like that. Here's the thread: https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3031242-intermediate-between-peaceful-and-easy

    Quote from Agtrigormortis»

    With the suggestions I added you wouldn't even needed peaceful mode to avoid the hassle of undead mobs, just lighting, beds, smite enchantments and garlic.


    Neither of us made the suggestion to turn Minecraft into something like Ark Survival Evolved, where large animals can just randomly come and trample over your houses and ruin them. It doesn't matter if Notch is in charge or the current legal owner of the IP, this is not going to happen to Minecraft because it is not something a majority of fans are wanting, or the devs themselves.


    Affirmative!
    Constant, I mean literally, constant combat is for Minecraft Dungeon players.
    And AFAIK vampires are keeping to their own fortresses, so as long as you don't settle in a stupid spot you should be safe without need of garlic or smite.

    Quote from headgames001»



    The creator you speak of, Notch, sold the license for $2.5 billion, and in doing so, forfeited his vision of the game. They're taking it in new directions.


    Mining can only go so far. You have to have a reason to keep mining. If you don't want combat, there is peaceful mode, or easy for if you still want the occasional enemy.


    (I admit I sound rude here, but I don't intend to offend.)


    Affirmative!

    Posted in: Suggestions
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    posted a message on Intermediate between peaceful and easy difficulties for survival

    I propose a difficulty level intermediate between peaceful and easy, for use of beginners and people wanting at least partial survival experience without involvement in combat - "secure" difficulty level.
    Simple as it is - mobs behave just like in peaceful, or despawn in case of hostile ones, while the hunger bar depletes and needs to be refilled with food like in easy difficulty level, giving the player incentive to farm land or herd animals.

    Posted in: Suggestions
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    posted a message on Seized Villages
    Quote from Agtrigormortis»

    I agree, although villagers should still exist in the villages but inside iron bar cages, and upon defeating the pillagers who seized the village, you should earn the hero of the village award, and get cheaper trades like you would in a raid.


    I don't know about ravagers existing already in a seized village either. I mean it's sort of bad enough that they spawn unintentionally when a friend or yourself kills a pillager captain in a different kind of village and that there's no time for milk to nullify this, don't you agree? and without armour and a ranged weapon they can be annoying.




    You take their freshly captured position after being tracked and are surprised they call reinforcements?
    It's totally realistic they would call reinforcements if you tried to liberate the village!

    Quote from saucepan8324»

    your idea there about it being in the middle is defiantly a good idea it just would make more sense if it had slight redesign From the outpost towers as now it’s in the village. it was just that Before your idea about them not needing another one wouldn’t make sense to have the big one like 50-100 blocks away as they are with normal un-raided Village.

    Villages.



    Villages don't always spawn with an outpost nearby.
    Seized villages might just have increased radius at which pillager outposts don't spawn at (every village has such radius, just these would have bigger one).
    Optionally, the longer radius might alternate the generation of outposts and make them spawn with no chests, pillagers, or any wooden assets, with only an overgrown cobblestone base hinting the outpost existed there - these outposts would be "deconstructed" and moved inside the village.

    Posted in: Suggestions
  • 0

    posted a message on Seized Villages
    Quote from saucepan8324»

    “I don’t really think that watchtowers are needed,

    considering pillagers have outposts.”


    I see where your coming from but I kinda disagree.

    pillagers supposedly use there outposts as somewhere to stay and keep an eye on the nearby village until there “raid”.

    This means it’s most likely not permanent as what’s the point of an outpost tower if there’s nothing to scout for?

    so of course sometimes they would want to stay somewhere if they’re not raiding and they would want a way to protect there village meaning small (3x3 at most) lookout towers around the village.

    (Ik I’m talking about NPC’s here but oh well)


    I mean, the outposts are giant watchtowers of the pillagers, so why give a structure with similiar design and purpose (aside from storage) that overlaps so much with already existing one?
    I'd rather see a single outpost built literally in the middle of seized village.

    Posted in: Suggestions
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    posted a message on Tamed mobs used in farming. New mobs

    It's way easier to do literally anything else to breathe underwater.


    But yes all mobs in MC are gender neutral except the Dragon.


    We should buff the shellmet then.
    For example, faster digging underwater that stacks with the right enchantment.

    Posted in: Suggestions
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    posted a message on Tamed mobs used in farming. New mobs
    Quote from Duruun»

    Also cows are female bulls, so minecraft is not genderless


    Same goes with chickens, male chickens are called roasters.


    The reason i want turtles to have this option is because i want the animals to feel more important and alive. Right now it just feels like they are just there for the look nothing else.


    Now explain why these chickens and cows can create more chickens and cows if they are all female.
    Turtles drop scutes when growing up, allowing construction of turtle shells, to be used for brewing or as naval headgear, they aren't for mere looks.

    Posted in: Suggestions
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    posted a message on Wood Walls
    Quote from Agtrigormortis»

    even Lego bricks have thin wall pieces, a concept Minecraft was most likely based on.


    There's no good reason why Minecraft shouldn't have this.


    allyourbasesaregone pointed out that in Minecraft 1.16 the wall structures do not have holes in them, but these are stone only materials, no wood walls yet.


    if you use oak trapdoors to build makeshift wooden walls with, you still get holes.

    If you're good at building you can use spruce trapdoors for this purpose, but this is only 1 texture so it's too limited.


    If Mojang's reasoning is that introducing thin walls to Minecraft "limits creativity", they're dead wrong and got it backwards.

    Mojang is artificially limiting your creativity by not introducing aesthetics people are asking for to be put into the game.



    There are many examples of how they have limited your creativity over the years, this is just one of them.



    On the other hand the vertical slabs would allow to build really cheap walls that make many current builds very cost-ineffective. That might result in massive demolition.

    Posted in: Suggestions
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    posted a message on Alpine Forests - New Biome
    Quote from Agtrigormortis»

    Does no good if they get destroyed long before they are able to do any actual indirect damage. They are in fact weaker than iron golems, which does make sense in a way, but the amount of snow golems you'd need to defend your location would cost a lot over a short time, possibly surrounding your area with 50 snow golems or more, which is 50 pumpkins or more each time you construct them, as well as durability points on shears to make the carved pumpkins.


    If the snow golems die, then you need to wait until it snows again before you can farm snow to make more of them.


    I'm not saying the idea of making a snowman army is a bad one, but it is a costly one.

    You'd probably be better off making iron golems or taming wolves if you want a somewhat effective security force.



    Redstoned pumpkin farm + hoarding iron by stone tool use + snow-golem-trail-based snowball farm = cheapness
    If anything, we could increase snowball knockback.

    Posted in: Suggestions
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    posted a message on Minecraft, dropped items and penalty for dying.

    I don't know if it's possible to update chunks that are not loaded. (i.e. edit unloaded data files).


    Why would you want to lose your stuff anyway?




    Affirmative!

    Quote from Agtrigormortis»

    Well, this is an interesting read. I've just managed to get my items back in a hair under five minutes after dying in the nether to Piglin.


    But it appears that items do not despawn if the timer is frozen, and this happens in unloaded chunks. Is this deliberate game design? it probably is, but I feel like this time limit should still apply to items in unloaded chunks, or at the very least add in (only a slightly) a more generous timer for items that are dropped in areas far away from players, if not 5 minutes then it definitely should be 10 minutes for items very far away from players who died. I don't believe the timer should freeze just because players are elsewhere on a world or they were in a different dimension.


    I'm not about to throw away my items in lava or anything that stupid and I probably would've been fortunate enough to retrieve everything including 1 stack of redstone even if the time limit applied. I was farming for a bit of gold earlier so I could craft a clock for mine and a friends house and I did it in the end. But those Piglin's do pack a punch and I'll need to be more careful and bring enchanted armour next time.


    https://gaming.stackexchange.com/questions/11010/what-causes-an-item-to-disappear-in-minecraft



    Quote from Agtrigormortis»

    Nobody wants to, but if there is no penalty for dying then it makes it inconsequential. You always lose a fair amount of XP on dying regardless of where your character died in the MC world, but items can remain dropped on the ground theoretically and practically up to weeks if in a non loaded chunk, which feels a bit wrong in my opinion. At the very least there does need to be a more strict item timer on worlds on hard difficulty.


    I'm fine with items remaining on the worlds for up to about 6 to 10 minutes in an unloaded chunk (it's possible to travel so far that it could take up to an hour to retrieve your stuff), but not 1 real life day or weeks, players should be capable of retrieving their lost gear within less than that amount of time, if they traveled very far in the over world (tens of thousands of blocks), then use beds and leave your last bed on the ground to act as a check point, or in the case of the nether use an anchor. Players have more reason to learn from their mistakes if they are punished for making them, that's the point I'm making.


    I know this is most likely intended game design, but it does encourage laziness on our part.


    Isn't XP penalty enough? What if the player accidentally wandered so far it was impossible to take back the items, for example by accidental bed obstruction?
    No, thanks, that would merely be irritating, if not infuriating. Dying is unpleasant in-game already, and this way of death doesn't really teach anything.

    Posted in: Suggestions
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    posted a message on New structure idea - Castles of the Dead.
    Quote from Agtrigormortis»

    Also for each new hostile mob type there needs to be more death messages for the world.


    If killed by armoured skeleton, the usual "shot by arrow" comes up if the death occurred by projectile.

    But since this is a new type of skeleton you're proposing, let's call them skeleton knights, or undead knights.


    If the skeleton was using a sword or another sharp knife-like melee weapon such as a dagger, the death message on server could be "player was sliced and diced by skeleton knight"


    If slain by vampire, then the death message could be "player became a vampire"


    To make things more challenging though I think the corpses of dead players slain by undead mobs should turn into hostile mobs, while the player who respawned now has to deal with another hostile mob. Their stuff should still drop on the ground as usual, but having corpses of players transformed into undead when they were slain by undead would make it harder to get your items back and make the game more interesting.



    Affirmative!
    I think it should apply to zombies, liches and vampires, not skeletons, since skeletons are more complex type of undead without infectious properties that kill with manufactured weapons, but are not sentient and skilled in dark magic as much as liches.
    And preferably be toggleable, many players would be annoyed with this feature IMO.

    Posted in: Suggestions
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    posted a message on Castle Gates and Castle Equipment Update

    I think that so massive "blocks" would cause quite a lot of problems and issues.
    What I approve are 3 or 4 block tall doors.
    For doors wider than 1 block from each side - redstone and pistons!

    Posted in: Suggestions
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    posted a message on New structure idea - Castles of the Dead.
    Quote from Agtrigormortis»

    Vampires could be made to airstrike in "vampire bat mode", but otherwise in humanoid form they would walk the same speed as a regular zombie, but have a different skin, be wearing a cape and be wearing clothes similar to villagers, as well as having the facial appearance of a villager.


    They could also be made cowardly by attempting to blind side players by attacking from behind. If players attempt to attack them and fail to do it in enough time, the vampire morphs into a bat and tries their attack again in the air or in vampire mode again later on.


    You could even have 2 different types of undead castles, one for the armoured skeletons and another rare one for the vampires.

    Each having their own loot, in the vampire castle there could be 1 end portal block, so if players collected 12 of them they could place an end portal anywhere in the overworld, instead of having to look for a stronghold.


    Alternatively, Mojang could introduce a new dimension, with a portal to that dimension.

    But the materials used to make these new portals only be found in the undead castles.


    Affirmative!
    Except for portals for dimensions.
    I think there is both needlessness for that as well as resistance, considering they decided they want no more dimensions.
    Placeable indestructible blocks are a second problem, no need for that.

    Posted in: Suggestions
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    posted a message on New structure idea - Castles of the Dead.
    Quote from LoRaM100»

    MINEcraft!!!

    This would be a great idea IF it were COMBATcraft. It's not!!!


    Combat is integral part of minecraft.
    Go play creative mode with /gamerule doMobSpawning=false and stop hating every my post you find.
    Do you realise I see who voted on what in all my polls in managing user votes?

    Quote from Agtrigormortis»

    Perhaps we could use this idea to add another undead mob type, vampires, or draculas that live inside the newly generated castle structures


    Players would have to exercise caution when entering these castles as they would be guarded by the armoured skeletons you mentioned who are immune to sunlight, and have vampires lurking around at night time, in the day time they rest inside coffins inside a hidden chamber within the castle area, upon killing the dracula leader, the vampires stop spawning within a set radius of the world.


    Vampires wouldn't have armour or daylight immunity, but they would enormous amounts of health (comparable to ravagers and iron golems) and would require smite enchanted swords to deal with efficiently, they'd walk at the same pace as zombies but if they catch you they bite, dealing 2.5 hearts of damage per hit, damage reduction by armour would be permitted only with protection enchantment.


    I hope if Mojang does this, they then introduce a new item to the game to repel vampires who left their castle in search of victims at night, garlic.

    Homes without garlic within a 25 block radius could potentially fall victim to vampire attacks.


    Garlic could be put inside of flower pots or be planted on dirt/grass blocks, and be multiplied using bone meal.

    I hope these additions to your suggestions regarding undead mobs are worth a consideration, and I hope they don't bother you.


    Slow + melee attacks = kiting with any weapon, melee or ranged.
    Personally, I think liches are enough for former military structures the castles are.
    If we should have vampires, they should airstrike the player, be quite cowardly, and spawn in some sort mansions. Or dedicated mausoleums at least.

    Posted in: Suggestions
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    posted a message on New structure idea - Castles of the Dead.

    I propose a new, fairly rare, surface overworld structure.
    - Generation based on 9x9 (3-block thick wall) towers, between them go enclosed 7x7 (two block thick wall) corridors without windows
    - Construction material - ceramic bricks, stone bricks, cobblestone, terracotta, concrete;;
    - Towers have exits that allow to go on top of corridors with battlements, the towers themselves have a 3x3 staircase inside, a 5x5 3-blocks high ring of air surrounds staircase on level of exits to battlements, corridors or subterranean structures;
    - Chests with generic loot in corridors;
    - Towers lead to underground sections connected to caves;
    - Occasional piston traps and dispensers with potions of harming;
    - Occasional cobwebs and silverfish-infested blocks;
    - Occasional furniture in corridors, like tables, chairs, beds, working stations;
    - Well-armoured hostile skeleton soldiers with bows and swords generate almost everywhere within, but do not despawn or respawn, like Piglin Brutes, with stats of normal skeletons, except generation parameters, inability to trigger other mobs and sun immunity;
    - Occasional "armouries" underground, with a large number of skeleton soldiers and large quantity of weapons;
    - Occasional spider stables where soldier jockeys spawn and have spider-related loot;
    - Occasional shrine rooms where...
    - ...rare mini-boss lich spawns, and raises ordinary skeletons and zombies from afar, or slashes you with draining sword with high knockback if you come close. Takes time to switch from sword to summoning mode and vice versa, but if you will stay too close for longer time, he will continue slashing. Berserk-level fast. Change distances from time to time or you will die sooner or later.
    - Drops lich sword that deals as much damage as iron sword, is constantly glowing, has high durability, is resisting enchanting in every possible way, has absurd knockback and gives back 1-1.5 hearts of damage each time you land a hit (less if opponent is armoured, none if opponent is undead), and is repaired with use of lapis lazuli.

    Posted in: Suggestions
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    posted a message on Tamed mobs used in farming. New mobs
    Quote from Duruun»

    I was thinking the tree they gnaw on whould have a different look to it. Like when you use axe right click a wood block. Similiar to that image above. This wood wont disapear, as it wont be considered trash. Or atleast last longer. Side note, i whould like if saplings can plant themself or atleast a small chance that they can plant themself.


    I never said you whould be able to breath underwater. Thats why you should wear a turtle helmet or drink potion, as you can both swim underwater and atop of water. It will be useful for exploration underwater. They are slower than a dolphin tho. But can move on land and carry small items.


    If fallen saplings planted themselves, the forests would rapidly overgrow other areas and cause even more mess.
    Logs with removed bark are not easier to chop, it's mere visual.
    Why tame a turtle and use an expensive saddle to ride it, when you can move above water with a boat quickly and see further than when submerged and dive on your own with more movement control?

    Posted in: Suggestions
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