Maybe similar to how a dog is a hard counter to skeletons and a cat is a hard counter to creepers, the falcon could be a hard counter to phantoms.
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Aug 31, 2019tripleA9 posted a message on Sky dimension and mobs idk really where to put this for tagsPosted in: Suggestions
I think dragonbubblefire gave you a perfect roadmap to making it easier to read. A paragraph should be a group of related ideas, so group similar ideas together to make a paragraph, then when you move on to other not as related ideas, make it a separate paragraph. Check grammar and spelling.
Aug 30, 2019Posted in: Suggestions
I distinctly remember you being the person who's very adamant about things having a use. What's the phrase... 'Why do we need this?' Often used even when someone distinctly states the suggestion is for aesthetic purposes. One would think that because this gives an otherwise useless mob a sensible and useful drop, you would be all for it...
Aug 29, 2019Posted in: Suggestions
While I would totally get rid of phantoms (heck I never updated past v12 because of all that stuff), but seriously?
Why didn't you go right back underground? Why did you emerge so caressly? When coming up in an unfamiliar location, one always must do so in a way that lets them immediately retreat and bar the way.
Phantoms or not, being greeted by a pair of creepers is no fun either.
You had time to place craft table, make bed, place bed, try to sleep, run, eat food etc, when all you needed to do was dig a hole and get into it - or use a few whatever blocks to build a small shelter.
This. This is why I didn't feel like responding to this thread. The premise is all wrong. No matter what the circumstances, if I'm away from my bed and night descends, the only logical thing to do is dig a hole and block the entryway with the dirt I dug. Wait a few minutes, dig back out to check if its day, and if not replace the dirt. It's not rocket science, it's common sense.
Aug 28, 2019Posted in: Suggestions
There are some good ideas in here, mechanically speaking. Death trails and confusion controls to name a few. But if you're suggesting a whole dimension, this isn't nearly enough.
Think about how much stuff is in the End, or how much stuff is in the Nether. The dimensions don't just add new blocks and enemies, they add new concepts into the game. The Nether introduces the player to alchemy and advanced redstone. The End introduces levitation/flight, and warp storage options. In addition, each dimension adds items and blocks that upgrade or side-grade some stuff from previous mechanics. For instance, the Nether gives you soul sand which adds new mechanics to sand type items while the nether gives you new stuff for alchemy. Finally, each dimension has a boss associated with it.
It's your suggestion, we can't make up over 50% of it for you. If you can't think of new mechanics for the items that would be found in the new dimension, it's probably because there is no need for more of those types of items. To me, it just sounds like you're just wanting variations of existing blocks. We don't need a new dimension for that. We can cover over half of the stuff in your post, including the blocks you made by just adding blue slimes to the world that spawn with green ones. Then we could just make recipes based on that slimes drops. You could have flower archers spawn in flower fields, and mushroom minions be a unique mob in mushroom island biomes where you find mooshrooms. Unless there's a unique theme that binds your suggestion together along with new mechanics, I'd say there's no reason for a new biome to be made for just 4 blocks, 3 mobs, and a bunch of items that have no purpose.
Aug 28, 2019tripleA9 posted a message on Sign rotation and writing on both sides of a sign.Posted in: Suggestions
This is actually a great idea. Full Support!
Aug 23, 2019Posted in: Suggestions
Burning is not how you extract clay from dirt. To get clay out of dirt in real life, you filter dirt and water through a filter.
In Minecraft, I would say the crafting recipe should be a dirt block, carpet/wool, and a bucket of water would yield 1 clay ball. It would consume the dirt and carpet.
Aug 23, 2019Posted in: Suggestions
Also, in your post, you mentioned "The barrier" where you can access the Nether by breaking through it. There is a reason why they are called "Dimensions" like the "End Dimension" and the "Nether Dimension". these are supposed to be like different worlds, in another existence. So "The Barrier" idea might not work.
I just wanted to say that I think the Nether is supposed to be 'under' the overworld. That's why the ceiling of the Nether is Bedrock while the bottom of the Overworld is Bedrock. That also falls inline with the discrepancy of distance. Even though the overworld is flat for all intents and purposes, the only reason I can surmise for 1 steps in the Nether equaling 8 steps in the overworld is that the Nether is underneath a cubic overworld. That's how volume works after all.
The reason the End has only one entry and one exit is that it's a true dimension as opposed to the Nether which is fundamentally linked/a part of the overworld.
Also supported by the fact that the achievement "We Need to go Deeper" is triggered by going to the Nether. Implying that the Nether is underneath the Bedrock in the Overworld.
Aug 16, 2019Posted in: Suggestions
Personally, I happen to agree with much of what Whitelight was critiquing in his youtube video. Survival mode isn't really survival. It's a Conquest mode. There's nothing challenging about the overworld. I can't remember the last time I had to stay awake through the night. The game's progression is broken. It's so easy to get iron gear that I never feel compelled to craft leather stuff. As you love pointing out there's too much food, though I don't think this is a problem with the number of food items but rather with the hunger system.
leftBiome Effects that make it harder to gather resources wouldn't completely solve the problem but it would be a step in the right direction in bringing back the spirit of "Survival Mode".
That's what I think and why I like/support these ideas. I'm not sure what the OP feels though.
Aug 13, 2019Posted in: Suggestions
Which idea do you like? The "water as a resource" or the Temperature Meter?
If you're talking about water as a resource then it would take away heat.
If you're talking about the Temperature Meter then you could take that as far as you want. If I were designing it, I would make it so taking a dive should always cool you down to non-dangerous levels of hot, but the location would determine how cold you get. If you swim in water that's in a desert, you would still be hot, just not dangerously hot. If you swam in a forest, you would be neutral. If you swam in a snowy/frozen biome, you would get dangerously cold. This way, water is always good for cooling you down, but if you're not smart about it, some water can freeze you to death.
Aug 11, 2019Posted in: Suggestions
I think the suggestion makes sense in the context of this most recent update. If the wood recipes were changed, they would be inconsistent with the stone recipes on the crafting table. The trade-off to using an inappropriate crafting table should be a larger drain of resources but right now there's no efficient way to craft wood. I don't fully support this because wood is so easily renewable that I don't think the dedicated crafting block is necessary. I wouldn't be opposed to it either,
Aug 10, 2019Posted in: Suggestions
I know and agree about the point of hardcore mode. There would be virtually no difference from what I suggested to the OP and what's currently implemented except that there's a chance that you might happen upon one of your earlier builds later into the game. At that point you probably won't need the stuff from your previous life, but finding the ruins of your previous life is a cool and enticing concept.
Aug 9, 2019Posted in: Suggestions
That only works if you expect to take damage. As an exclusively hardcore mode player, I can say that most of my deaths are from silly mistakes, not from a situation where a totem would have been able to be equipped fast enough. So no, you couldn't just use a totem of undying.
Aug 8, 2019Posted in: Suggestions
I'm just going to throw this out there, but I think dehydration is a terrible addition to Minecraft. My reason is not from the viewpoint of tedium, but rather from the perspective that there is just too much water in most places. Why should a hydration system be added when 95% of the time I take a swim in a lake or river on the very first day just to get where I need to? Water as a resource is basically as easy to get as dirt. There's no challenge in harvesting it or moving it and it's infinitely renewable from the first minute of the game. The only way hydration could be used as a mechanic is if:
- Natural water was treated the same as raw meat and a person had to "cook" the water to clean it. (Fruit is also a viable method.)
- Water source blocks no longer create new blocks, making water act like lava
- Water becomes renewable with rain water. (Water source blocks spawn on top of non-permeable blocks as long as there is a non permeable support)
As far as biome effects, I'm all for it as long as the numbers feel right. I think for what you suggested on the desert and snowy biomes, the player should have a temperature meter instead of a dehydration meter. With just one temperature meter you would basically cover all of your suggested effects. The rate that the meter changes can be adjust based on biome and armor properties could adjust this. Additionally, you would be able to add enchantments and potion effects that modify the rate. You could even tie it in consistently with the way the hunger meter works and say that if the player is running they generate heat, but if they're flying or swimming, they lose heat.
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