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    posted a message on 1.18 factory update
    Quote from pierconick»

    It could be sort of interesting if copper is implemented in an automation sort of manner- given that it doesn't really have many uses at the moment. Copper item pipes and basic autocrafters would go a long ways towards better automation. As it is, (thanks to hopper chains), it's basically impossible to automate anything without a vaguely exploitative iron farm first.

    Maybe copper can be used to make machines that can change blocks into different states automaticly- automating things like basic crafting recipes; and then some resource unique to the end could be used to make a full blown autocrafter. (Think a 'sawmill' block that can be set to craft a single wood based recipe.)


    Autocrafter doesn't exactly need to be from copper, it's just one processing part of the machine.
    What could give copper a massive surge in use is adding an additional recipe for hoppers - with use of copper instead of iron.

    Posted in: Suggestions
  • 1

    posted a message on Snowy Oak Forest Biome
    Quote from Hecker»

    I should add in a biome update the snowy oak forest which is the same as the snowy biome but with birch forests this would help Minecrafters when they are exploring in biomes snowy and have no wood, it could be more or less rare than normal snowy forest.


    Large mixed forests are not present in subpolar regions - only pine forests, called taiga, grow there.
    Aforementioned taiga is a biome in-game and has a snowy variation.
    If you are stuck on snowy tundra, which is mostly flat, you still can find trees from time to time, and growing a plantation out of a single tree is just a matter of time - they almost always drop more than one sapling, usually two or three.

    Posted in: Suggestions
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    posted a message on Soul stone
    Quote from Swaylon_Says»

    Why not add a soul stone which can be crafted from soul soil or get from killing the warden.
    Its just like soul soil which slows you down and can be faster with soul speed


    1. Soul soil doesn't slow the player down. Only soul sand does that.
    2. Mojang holds a steadfast position in regards of wardens - they will not give them any useful drops, they are supposed to be avoided, and not killed.

    Posted in: Suggestions
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    posted a message on Saplings only grow in the biome temperatures they naturally have trees in
    Quote from Agtrigormortis»

    I agree, attempting to terraform a hot desert into a deciduous forest however should not be rewarding, trees like oak and birch should dry up and burn in desert biomes if players attempt growing them there unless there is a river nearby, or if players had built any underground streams for them to absorb and remain moist, which would be a time consuming task, forcing players to make do with a small oak or birch farm in deserts or use a different biome.


    it's too hot in these regions, and there isn't enough water. In fact this is why some plants like cactus have their own water reservoirs inside them. They have a bulge at the stems precisely to store surplus water, that they manage to absorb during the occasional heavy rainfall or flood.


    It's hard enough for trees that exist in the tropics to keep their water unless they are close to the sea, a stream or a lake.


    allyourbasesaregone does have a valid point here, trees not native to their own biome

    should not be easy to maintain and it does make sense even from a gameplay aspect to change this.


    Needing to pour water will kinda ramp up the difficulty, since the farms in convenient locations will become water-tier.

    Posted in: Suggestions
  • 1

    posted a message on FOOD/PLANT UPDATE! Please
    Quote from iceteabit»

    i always rely on using plants in Minecraft, and really only have a few sheep, cows and chickens for wool and cake. I get my leather from wandering trader's llamas, so no need to farm cows. i get plenty of feathers from sleeping with cats, so no need to farm chickens.


    However, eating the same 3 vegetables (carrot, potato, beet) gets kind of boring. don't get me wrong, there's also sweet berries, glow berries, brown and red mushrooms, kelp, apples, melon, pumpkin, wheat, and cocoa... but I feel like Minecraft should add at least SOME of the plants from the farmlife world pack to vanilla. things like blueberries, strawberries, fruit trees, nuts, leafy greens, and other grains like corn and oat... (along with the array of food that comes with it) I loved farmlife for the food and farming, but the world was 20mg of storage on it's own. It makes the game so much more fun and makes eating more than something that you do just because.



    Update regarding food diversity? Yes.
    Adding more and more food sources without rebalancing what we have already? No.
    I'm disappointed with current system because it doesn't incentivize eating more than one type of food rations over, and over again.
    And by one type I don't mean carrots to apples to melons to sweet berries to kelp.

    I mean eating either bread (low development level) cooked potatoes (medium development level) or cooked meat (high development level) over and over, with no practical applications of things like carrots or fruits beyond using them as brewing compounds, since a stack or two of high-saturation cooked food will always keep you functioning even on longer voyages.

    I want no more food sources added without restructuring of what we have now, in two ways:
    1. Biome related growth speed. If a food source is from specific biome, it will grow the fastest there. If you have various colonies and separate plantations, it will be the most efficient to eat local crop and meat based on local animal eating said crop. Even if one food type within a category will be better than others in one biome, it will grow too slowly in another one.
    2. Nutrients and effects on players. The food types should be categorized to three types, one of which give you more energy, like cake, potatoes or bread, and fill more of hunger bar, another one that gives you proteins, like meat, regenerating more HP when the bar is almost filled, and a third type, like carrots or berries, that give you microelements/vitamins that weaken specific negative status effects - either shortening their timers, temporarily making them not influence you while timer is still ticking, or like honey bottle, completely removing a specific effect.

    That would not prevent the player on running on cooked potatoes at all times, but will incentivize taking several different food types and switching their sources depending on where you are - if you have low hunger bar, you eat bread, if you are wounded, you eat beef (since bread restores just a couple hitpoints), if you got poisoned you drink honey, if you move to Taiga you farm potatoes there and feed pigs with it, if you move to Jungle you farm melons, and whenever you need more food you take the local food, because it grows faster...

    Posted in: Suggestions
  • 1

    posted a message on Saplings only grow in the biome temperatures they naturally have trees in

    To me it seems silly to allow taiga trees in jungles or the nether and jungle trees in tundras or The End.


    Make it so jungles need hot biomes, acacia warm, birch moderate, dark oak cool, oak cold, and spruce frozen. Or something of the sort.


    Partial support.
    The trees (and other crops, too) should still grow in non-natural biomes in regard of humidity and temperature, however, the growth in similar humidity/temperature should be faster, up to 2x speed in the most ideal climate.
    It'd mean that you'd be the most time-efficient farming local sources of food, but if you really needed certain products in a certain biome (ex. skyblock) you'd still get them, just at slower rate. I'd also reward colonization of various biomes and picking crops in environments like End or Nether more wisely.

    Posted in: Suggestions
  • 1

    posted a message on Deepslate should have higher blast resistance
    Quote from Agtrigormortis»

    It's still heavier than ash or charcoal, charcoal has a lot of carbon but it's also burned wood, it's also a lot more combustible than diamond.

    Diamonds can burn, but they do slowly.


    the reason why bullets are used in real life for guns is their density, their density means they can deliver more force to the target they're intended to destroy.


    armour also has to be dense or otherwise it will not be very effective at stopping penetration, even then you need thick walls of concrete or steel to stop some bullets.


    Lead is a soft metal and can be easily ripped with your bare hands, but what you're talking about is tensile strength,

    this is true, but lead is durable in another way and that is why it is used for lethal rounds.


    Increased density often can, (but not always) mean greater protection or greater stopping power.

    High density materials are also used to stop ionizing radiation, especially gamma and xrays as well as alpha and beta particles.


    Except for lethal radiation or the bullets, this is what is being discussed on denser materials, I do agree

    that deepslate in Minecraft should have better explosive resistance to make it more useful, and it should withstand Creeper explosions.


    Diamond is densier than other forms of carbon, yes, but it's its orderly structure that gives it an edge. The structure is available thanks to how compressed the atoms are, but not all materials are so regularly structured when compressed.

    Composite armor is both lighter and sturdier than rolled homogenous steel plate - using materials like pure silica, fiberglass (plastic+silica) or rubber. Density has little to do with armor protection against piercing. Actually, the lighter, the better - it enables more mobility thanks to less strain to whatever moves the object aroun.

    Lead is used for bullets not for its penetrating power or durability, but because dense materials have big inertia - while harder to accelerate, they don't lose speed (and therefore energy they carry) so badly over longer distances. However, many cheaper armor-piercing bullets use hardened steel instead of lead despite inferior density, because lead would squash over hard armor while hardened steel would puncture it. Those armor piercing rounds suffer due to dealing less damage to flesh of the target - lead bullet has much higher energy and damages organs in wider area from impact with the shockwave (which is characteristic in gunshot wounds), while steel one is causing more of conventional piercing wound, like that of crossbow bolt or an arrow, which is much less serious.

    Expensive armor-piercing rounds use tungsten, which is densier and harder than both, so it combines the best aspects of both steel and lead, but it's rare and expensive metal. During WW2 tungsten rounds were rare, and usually restricted to be used against heavy tanks, and some anti-tank squeeze-bore weapons, despite their efficiency, were restricted in production due to their cost.
    Practically all normal AT guns used armor-piercing rounds made from lighter hardened steel. Lead was used in only one anti-tank rifle of Polish origin (Wz. 35 Ur, which used shockwave to cause spall and didn't penetrate armor), while most others, like PTRS, used hardened steel rounds.

    Regarding explosions - while it's not of much issue in a large tank or other vehicle, an object made of durable but lightweight material would easily be displaced by an explosion if it's not firmly attached to something. A dense but brittle object would be cracked by explosion to pieces, and while some pieces would stand firmly, others would fly away. A dense but soft object on the other hand would be disfigured by an explosion into different shape. Deepslate should combine both high density, hardness and low brittleness - a great combination against explosive blast - that neither gets bent or torn apart by the explosion due to its structural integrity nor it gets thrown around much thanks to inertia stemming from density.

    Posted in: Suggestions
  • 2

    posted a message on Deepslate should have higher blast resistance
    Quote from Agtrigormortis»

    This would be taking it to its logical conclusion. It shouldn't be easy to damage deepslate by an explosion or blunt force, and materials that have been heavily compressed tend to have the greater amount of density or hardness, this is why in real life diamonds are the hardest naturally found substance on the planet, they're compressed carbon, and are effective at cutting or grinding other materials.


    The heavier or more massive the object is the harder it is to move or destroy it.


    Diamond is durable not because it's particularly dense, it's actually quite lightweight - 3.51 grams per milimeter.
    Diamond is durable because it has specific, orderly internal structure.
    Lead and gold are incredibly dense (11.29 and 19.3 g/ml), yet they are very soft metals.

    But regarding the initial proposal, I agree - a material nearly immune to creepers, but more abundant and simple to relocate would definitely come in handy.

    Posted in: Suggestions
  • 2

    posted a message on Netherite Shulker Boxes

    Shulker Box (empty) + netherite ingot on smithing table = unburnable box


    Shulker boxes are now renewable so this makes sense to me to add.


    Full support. Shulker boxes are highly useful end-game items, I think they should be possible to upgrade to improve their reliability.

    Posted in: Suggestions
  • 1

    posted a message on Musket concept

    This idea will never see the daylight. Mojang explicitly announced they want no guns in this game. https://feedback.minecraft.net/hc/en-us/articles/360005029872-Previously-Considered-Suggestions

    Otherwise, I'd rather see either a new thrown weapon - chakram for example, or a muscle-powered launcher-weapon - sling for example, or a magical launcher-weapon - fire charge shooting rod for example.

    Posted in: Suggestions
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