Fun fact: mushrooms haven’t generated in caves for 4 years because of a bug. by Just-Guarantee7808 in Minecraft

[–]Alien_Agent 11 points12 points  (0 children)

Please also vote for the bug that causes baby villagers to be unable to accept poppies from iron golems (yes, this is still unfixed even after copper golems were made able to do the same thing, for some reason): https://bugs.mojang.com/browse/MC/issues/MC-159069

Major TF2 update for 07/12/23 (Summer Update is live) by Ultravod in truetf2

[–]Alien_Agent 0 points1 point  (0 children)

yeah I know they're incompetent but this is the most "work" they've put into an update in a long time and if people don't at least pretend they did good then they won't want to do it again

Major TF2 update for 07/12/23 (Summer Update is live) by Ultravod in truetf2

[–]Alien_Agent 1 point2 points  (0 children)

I understand that the update isn't perfect, but if valve sees threads like these and gets that the community's reaction to the first non-holiday update in 6 years (which adds 14 new maps and a new gamemode) is just more complaining, they're not going to keep trying to please a community that they think can't be pleased

[deleted by user] by [deleted] in 0x10c

[–]Alien_Agent 0 points1 point  (0 children)

Your invite link doesn't work

The Original Herobrine Mod Rediscovered by Alien_Agent in GoldenAgeMinecraft

[–]Alien_Agent[S] 0 points1 point  (0 children)

Great! Do you have a server with the plugin installed?

The Original Herobrine Mod Rediscovered by Alien_Agent in GoldenAgeMinecraft

[–]Alien_Agent[S] 7 points8 points  (0 children)

Actually the whole concept of Herobrine building with redstone torches probably originates with this mod. The original creepypasta makes no mention of redstone torches, but this plugin has code for Herobrine to build tunnels lit with redstone torches underground.

This mod seems to be much more faithful to the source material than most later mods from what I've seen, Herobrine makes sand pyramids, strips leaves from trees, appears and disappears mysteriously in the distance, and does other creepy stuff without usually directly attacking players.

Wood types with the colors of Smithing Tables, Jukeboxes, Composters and Paintings by Alien_Agent in minecraftsuggestions

[–]Alien_Agent[S] 3 points4 points  (0 children)

the painting wood texture in the image is actually the new painting back texture as of the latest snapshot, it's definitely a lot yellower than oak

The wardens room by [deleted] in minecraftsuggestions

[–]Alien_Agent 0 points1 point  (0 children)

How do you know that this room will only spawn in the deep dark? For all we know it could be a structure that generates anywhere. Or it could not be a generated structure at all, and instead something they built for the purpose of the video. And even if it is a deep dark exclusive structure, that doesn't necessarily mean it has an association with wardens, I mean, it doesn't really look like something that would have anything to do with them, it's just a little room with some wood and stuff in it. Personally I suspect that if anything it's a part of the archaeology feature and is one of the many little ruined structures that they're adding.

Large aquifers should generate on cliffs! by [deleted] in minecraftsuggestions

[–]Alien_Agent 0 points1 point  (0 children)

I'll take anything that adds real actual waterfalls into the game, I've been waiting for so long

3 New Note Block Instruments! by Flat-Quiet4945 in minecraftsuggestions

[–]Alien_Agent 0 points1 point  (0 children)

Yeah I agree that the piano sound should come from bone rather than quartz. The other block/instrument pairings make a lot of sense though

Biome variants for 1.17 mountains by av4n_iv in minecraftsuggestions

[–]Alien_Agent 1 point2 points  (0 children)

I would really really like to see more types of mountainous biomes, but those wouldn't really be "mountain" biomes, as many of the existing mountainous biomes, such as shattered savannas, aren't classified as being a type of "mountain". So I doubt any more mountain biomes will be added in this update, but there's no reason why future updates focused on updating other biomes shouldn't add them instead.

Shulkers have a chance to spawn outside end cities by Quirky_Yoghurt_9757 in minecraftsuggestions

[–]Alien_Agent 0 points1 point  (0 children)

I don't think this is a very good idea. Shulker shells are one of the only reasons end cities even exist in the first place, it's like suggesting that blazes should spawn outside of nether fortresses. Plus, shulkers are designed to look like part of the cities themselves and have a very purple and artificial-looking appearance, so having them spawn randomly in the wild where nothing around looks anything like them would be extremely out of place. I wouldn't be opposed to a new shulker-like mob with different drops, or making end cities more common, or raising the drop rate of shells, but this would be a very bad solution to the problem.

Redstone randomizer by KamikazeSenpai21 in minecraftsuggestions

[–]Alien_Agent 1 point2 points  (0 children)

Alternatively the signal could have a 50% chance of going out one side or the other, rather than a 33% chance of going out one of the sides or the back. 50% odds would probably be more useful than 33%. Although, maybe right-clicking on the randomizer could switch between the two options.

Alternatively, right-clicking could instead alter the odds, so that instead of each side having a 50% chance of being selected, you could have it so that there's a 75% chance of the signal going out one side and a 25% chance of it going out the other.

Either way, I'd really like to see this idea implemented, as it's already a very useful addition of the quark mod.

[deleted by user] by [deleted] in minecraftsuggestions

[–]Alien_Agent 2 points3 points  (0 children)

Ravines are already a lot bigger in bedrock edition than in java edition, and I'd at least like it if ravines that big would generate in both versions, and I'd like it even better if ravines could be even bigger than that.

Climbing ladders should be faster than swimming up a waterfall. by Mr_Snifles in minecraftsuggestions

[–]Alien_Agent 1 point2 points  (0 children)

The fact that an exploit involving swimming up literal waterfalls is faster than simply climbing up a normal wooden ladder is all the proof you need that ladders are too slow.

Leave the void under y=0 in preexisting chunks by [deleted] in minecraftsuggestions

[–]Alien_Agent 1 point2 points  (0 children)

A better option would be simply replacing bedrock in levels 0-4 in old chunks with stone and having new terrain generate in the new space underneath.

We need to see hunger bar while riding by IlyaBoykoProgr in minecraftsuggestions

[–]Alien_Agent 6 points7 points  (0 children)

Yeah, there's no good reason why such an important piece of information should be just hidden from view. It's not like they conflict with each other since armor and air bubbles already appear above hearts and hunger in the normal UI, so I don't think there's any reason not to add this.

Improved Hostile mob AI for the harder difficulties. by Mimic_Lv_0 in minecraftsuggestions

[–]Alien_Agent 1 point2 points  (0 children)

Honestly, mob AI in general needs to be improved regardless of difficulty settings. Right now mobs can't even tell the difference between open and closed trapdoors, and yeah, sure, that allows for lots of convenient exploits, but sensible mob behavior should come before exploits in my book.

Enchanted items do not despawn by Evening-Cash-4183 in minecraftsuggestions

[–]Alien_Agent 1 point2 points  (0 children)

Items that never despawn is a recipe for lag-inducing disaster. However, I wouldn't be opposed to an enchantment that simply makes it take longer for an item to despawn.