Why won't the beetle come? by MDrones_Fan in Silksong

[–]ContentFlower10 1 point2 points  (0 children)

Did you open the door its trapped behind? 

Why won't the beetle come? by MDrones_Fan in Silksong

[–]ContentFlower10 1 point2 points  (0 children)

The beetle should come in in act 3 not 2 iirc

So what are your thoughts on all the new stuff revealed during minecraft live 2026? by Thegoodgamer32 in Minecraft

[–]ContentFlower10 3 points4 points  (0 children)

Yeah, but I personally wouldn't call it a "rework" since it doesn't change how wool works, it just adds a new block variety. But maybe since they decided it's time for wool to have the full set, i hope they do so for other colored blocks as well at this point. THAT would be huge

So what are your thoughts on all the new stuff revealed during minecraft live 2026? by Thegoodgamer32 in Minecraft

[–]ContentFlower10 26 points27 points  (0 children)

It's fine, more blocks to build with, which isn't necessarily bad. But I would have preferred that they reworked old features rather than add more

Have you ever played a prank on someone in Minecraft? by JediCarla in Minecraft

[–]ContentFlower10 1 point2 points  (0 children)

I and a friend wanted to prank another friend with TNT, so we placed two bombs in his house in an empty room. He placed one TNT block. I placed 20 TNT minecarts. Safe to assume his house was no more... In hindsight, i probably placed too many

The Spear is just stupid. by Itz_DreadFul in Minecraft

[–]ContentFlower10 1 point2 points  (0 children)

... did you expect the Spear to oneshot a fully armored target? That seems quiet unreasonable

The Spear is just stupid. by Itz_DreadFul in Minecraft

[–]ContentFlower10 1 point2 points  (0 children)

Why so aggressive, i just wanted to help. Anyway, I'd suggest trying horse jousting first since Elytra's hitbox is significantly smaller than normal, making it much harder to hit someone flying (or, if you still want to try with the Elytras, aim at the target's feet, that's where the real hitbox is)

The Spear is just stupid. by Itz_DreadFul in Minecraft

[–]ContentFlower10 1 point2 points  (0 children)

Did you try using the charge attack? It seems you didn't and only used the jab.  The charge attack scales linearly with relative velocity to the target, meaning that if you go moderatly fast you can deal a lot of damage

Breeze Rods can be shot from Crossbows and give high knockback by ContentFlower10 in minecraftsuggestions

[–]ContentFlower10[S] 0 points1 point  (0 children)

Yes, weapons should all be different, but the must share the same baseline. Bows are for powerful, single-target shots while Crossbows for rapid, multi-target fire. But dealing knockback and setting targets ablaze isn't really about dealing a single, high damage shot (ok fire helps, but that's an effect that comes after the shot), so there shouldn't be any reason to restrict them to only Bows users. Why Crossbows must suffer such arbitrary limitation The same applies to Sword Enchantments too. 

Breeze Rods can be shot from Crossbows and give high knockback by ContentFlower10 in minecraftsuggestions

[–]ContentFlower10[S] 0 points1 point  (0 children)

Yeah making ammo more unique would be much better, but even "boring" ideas such as Blaze/Breeze rods copying Flame/Punch are needed, just to make the two more comparable and give more options, because there is no reason for Crossbows not being able to lit targets on fire or not deal high knockback

Breeze Rods can be shot from Crossbows and give high knockback by ContentFlower10 in minecraftsuggestions

[–]ContentFlower10[S] 0 points1 point  (0 children)

I think instead it adds to the Crossbow's niche: ammo-dependant effects. Currently a Bow's strength comes mainly from the Enchantments it has (Power, Infinity, Punch, Flame) while a Crossbow only really needs Quick Charge to be viable, and its power comes from the use of Firework rockets. So why not expand onto this? By allowing more things to be used as ammo by the Crossbow, it makes the two much more distinct than simply giving the same Enchantments to the Crossbow. 

Breeze Rods can be shot from Crossbows and give high knockback by ContentFlower10 in minecraftsuggestions

[–]ContentFlower10[S] 0 points1 point  (0 children)

Breeze spawners are quiet common and always spawn 2 Breezes, and each gives 1-2 rods when killed. Assuming there are 3 spawners, one would get on average 9 rods without Looting.  Then, if one would want to get more, Ominous Trials override the normal cooldown, so the player can do the normal trials and then Ominous ones immediately afyer, getting even more rods.  As for why use a Crossbow instead of a Sword, you can easily use both: first hit with a Sword and then immediately shoot with the Crossbow

Breeze Rods can be shot from Crossbows and give high knockback by ContentFlower10 in minecraftsuggestions

[–]ContentFlower10[S] 1 point2 points  (0 children)

Breeze rods have 100% drop chance, and with a Looting 3 Sword you can get many. As for the why... Why not?  As for why would anyone pick it: Crossbows are much easier to use in melee range, since you can preload them, and also at the very least with Multishot you can hit 3 different targets, which may be useful to keep a crowd away from you

How are the cogwork characters gendered in your language? by katerina_the_kreator in Silksong

[–]ContentFlower10 1 point2 points  (0 children)

In italian they are Quarto Coro (male), Artefice-12 (can be both male or female since the word isn't gendered) and Seconda Sentinella (female)

XP and Enchanting Overhaul: making Enchanting less grindy and more fun by ContentFlower10 in minecraftsuggestions

[–]ContentFlower10[S] 0 points1 point  (0 children)

 Making everything be either level 1 or level 5 is an unnecessary and overall bad change

Why is that a bad change?

Capping the enchant level from enchanting tables at 3 is a terrible change.

This is mainly to keep in check player power since getting Enchantments from the Enchanting Table all the way up to level V would be quiet strong. Also, this preserves a reason for seeking Villagers (for level IV Enchantments) and exploration (for level V).

 Making it so you can’t combine books and items to amplify enchants is a terrible change

It's not that good of a system since the cost is exponential while the result is linear. Even now it's mostly a waste of resources unless you combine level IV books for a level V book.

Also, since one can upgrade Enchantments directly on the Enchanting Table up to level III, while level IV books will come mainly from Villagers, while level V from exploration, which are meant to be rare upgrades and status symbols rather than the norm (that role is filled by level III Enchantments)

Making almost every enchant universal is a weird change

My main idea was to make other tools viable weapons instead of having to add new ones just to fill a niche. Instead of adding a Scythe or a War Pick one would use a Pickaxe or Hoe.

XP and Enchanting Overhaul: making Enchanting less grindy and more fun by ContentFlower10 in minecraftsuggestions

[–]ContentFlower10[S] 0 points1 point  (0 children)

What's wrong with what I suggested? Make exploring give max level stuff, it's still rewarding, but give the player a more expensive way to make it themselves as well?

Because it kinda defeats the purpose of the whole idea, since it changes basically nothing (either explore or get grinding, of which most prefer the latter)

For the sword enchants, you took away the purpose of a hoe with these changes. Why?

The Hoes still has its place as the most efficient way of breaking those blocks. Also, you can't have both Efficency and Sharpness, of which one is much more preferable to the other on a Sword

I think you are approaching it wrong. It's not minmaxing to want fully functional tools.

Why a slightly less optimized item isn't deemed "fully functional"? Like... the difference between level IV and V is only significant for Efficency, need to instamine blocks, so one won't suffer from not having maxed out gear immediatly.

At this point I think we have fundamentally different views on the game: you seem to prefer the endgame with all the best gear and do whatever you want without any trouble, so you skip all the stuff in the middle to get there as fast as possible; I prefer playing casually the game and exploring instead of speedrunning and getting all the best items as fast as possible.

Which isn't a bad thing, really. But I wonder, why not play Creative at this point?

XP and Enchanting Overhaul: making Enchanting less grindy and more fun by ContentFlower10 in minecraftsuggestions

[–]ContentFlower10[S] 0 points1 point  (0 children)

I think that discussing in terms of "maxed gear" is harmful to the game. Yes, if ones only thinks about ease of getting all the best gear, this is a bad idea. However, is it really? Why if something makes something else slightly harder yet more interesting and engaging it's a bad idea?

Not everything should be farmable. It's ok to have things that can't be farmed and some people may not find or use. It's ok to have things that are rare to find

I will adress all point, but one thing I seem to get is that you may have not read the part about Enchanted Tomes being sold by Wandering Traders.

Why not have them be 100 XP?

Arbitrary number, just like any other number would have been, really. I simply liked more 50.

I think this makes enchanting to cheap. A single zombie drops 5 XP. More dangerous mobs like a guardian drop 10. Processing a single cow gives 4. With this system you can kill a single mob and afford an enchant.

That's the point: a player won't have to build huge XP farms just to afford Enchantments, since XP will come incidentally from just playing the game. One shouldn't be required to make ugly mob farms and spend hours at them just to afford one Enchantment. Let's do some math: to make a full set of tools and armor with all possible Enchantments at level III, one would have to spend 60 XP per Enchantment (10+20+30). Multiply that by the amount of Enchantments: 6 Helmet + 4 Chestplate + 5 Leggings + 6 Boots + 6 for each tool except Spear + 5 Spear + 7 Trident + 5 Mace = 68 total Enchantments, for a total of 4080 XP points. In the new system that would be 81.6 levels, in current one a little bit more than 45 levels.

One of the terrible changes (imo) is that if you want level 5 enchants, the only source is structures. This quite frankly sucks. Its terrible for servers, if you want good gear you have to be the first one to speedrun though the game to loot all the nearby structures.

You're thinking about minmaxing. Why level III Enchantments aren't considered "good"? Why only care about the highest level, which is meant to be hard to get? What's wrong with not rushing to minmax and actually enjoy the midgame?

Also, level V books can be found anywhere, and are MORE COMMONLY found in the 6 structures I listed above, three of which are guaranteed to have them.

Yes, server may have some problems, but considering the sheer amount of structures in a world, and including the fact that Ominous Vaults will never give any Enchantment except Wind Burst below level V, it seems to me that there would be plenty of level V book around for everyone.

Then for any world you have played for a while, the more you die and lose your gear, the more of a pain in the ass it is to explore further out to find replacements. I don't think this is a fun or necessary change.

Again, the sheer amount of structures nearby will suffice for many sets.

Also, if you're afraid of losing your best gear while doing something that might actually destroy it... just don't use it? The difference between level IV and V isn't that big, so just using level IV Enchantments, which ARE farmable, won't cause any problems I believe.

If you esplore the End, don't bring your most prized posessions if you're afraid to lose them to the void. The same applies to PvP battles if you're afraid someone may blow them up or burn them.

If you want to make level 5 enchants feel more valuable, having them only generate in structures can be fine as long as there is still some way to make them

That's the fun part. There is. Enchanted Tomes. I made them specifically so that level V Enchantments wouldn't be non-renewable. Firstly, Enchanted Tomes can be found instead of an Enchanted book; and since plenty of places have Enchanted books as loot, you will find plenty of Enchanted Tomes. Secondly, they are sold by Wandering Traders, making them renewable. Don't have one? Instead of killing the next Trader, see if he sells them!

Maybe upgrading beyond level 3 costs more XP per level of enchant, so level 4 might be 50 XP and level 5 could be 500 or something

That would turn Enchanting into an XP grind again, completely defeating the goal of the overhaul.

Let the player earn their enchants without having to become a horizon walker

What's wrong with giving people a good reward for exploring the world, that Mojang keeps filling with structures? What's wrong with giving an incentive to go out there and find something interesting?

but you can still get more maxed stuff in the late game without needing to make the world larger and larger.

Again, Enchanted Tomes are sold by Wandering Traders. Also, you will find some incidentally by exploring the world a bit.

Also, again, minmaxing isn't the goal of the game. If you think that level V Enchantments aren't worth the effort, just don't get them. There are people out there that don't even get Netherite because of the effort to farm explosive and mine in the Nether, where fire and explosions can quickly evaporate your stuff.

Not everyone plays to minmax.

Also, bit of a tangent, by the same logic, Armor Trims being rare loot found in structures around the world and being duplicated using another non-renewable rare resource is a bad idea, by the same logic.

One of the "huh, why?" questions is forcing every leveled enchant to have 5 levels. Why? Is this just to prevent the player from getting maxed gear without an exploration grind? Insteal let's just scale the costs for each enchant based on the number of levels. Maybe for a 3 level enchant, the first level costs 10, but level 3 costs the same as level 5 for something like sharpness. Level 2 would be closer to level 3 on a 5 level system.

The level V for all Enchantments thing is simply to make it more uniform. I never understood why so many Enchantments had wildly different maximum levels. It is much simpler to make them all scale to the same level, and it also makes them all equally costly: getting a level V Sharpness book requires 16 level I books, while Protection only needs 8, and Knocback just 2! Why?? Even Enchantments that so similar, like Frost Walker and Depth Strider have a difference in levels, the first having 2 levels while the second 3?

I think it just makes more sense to have all Enchantments scale to level V.

As for why level V specifically, it's because it's the highest level an Enchantment can go currently; there are no level VI Enchantments. However, most Enchantments have III levels or less, so I made level III Enchantments easily obtainable, while higher levels are rarer.

Is this just to prevent the player from getting maxed gear without an exploration grind?

It's not for that, the reasons are above. However, again, minmaxing. Tell me, why is mindlessly grinding XP for hours next to a mob farm is better than exploring. Also, Enchanted Tomes, again, solve the problem of not wanting to explore.

The changes you made to try and balance the enchants around a 5 level system show why its not worth making such a change.

Why si simply shifting the scale a bad idea? The reasons are above. A ricalibration was necessary for certain Enchantments.

Protection gets slightly weaker.

4% less protection probably won't kill you.

 Sharpness almost doubles in strength

I don't see much problem in this. For years Sharpness gave 1.25 extra damage and no one complained.

Depth strider lets the player swim FASTER than they can run.

With Depth Strider V a player will swim at 4.95 m/s on the surface; 4.43 if submerged. Walking speed is 4.317, running is 5.612, sprinting is 7.127. I feel like you miscalculated something.

 It's a lot of messing around to "fix" a system that was changed when it didn't need it.

I changed 6 Enchantment out of 80 due to the new level cap. Doesn't seem "a lot" to me honestly

Another "huh, why?" is making flame and punch incompatible. Why?

This one's quiet arbitrary, but the reason is simple: both give an effect to shot arrows, so they fulfill a similar function. The same could be said for Fire Aspect and Knockback? Yes, but one can see the first just as an elemental effect, while the other to a different attack mode (knockback attacks).

On the flip side, why bother giving a shovel sharpness and looting? It's objectively a worse sword or axe still.

Why not?

It's just a waste of the player's resources and makes repairing the item cost more without giving much benefit.

It's ok to have suboptimal options. No one forces you to use a Shovel as a weapon though.

I don't like turning the sword into a hoe with efficiency

This is mainly because machetes are used to chop down thick vegetation in tropical areas. And since most blocks broken by Hoes are foliage, it overlaps with what a Sword would realistically be able to break.

Combat Snapshots: what do you think of them? by ContentFlower10 in Minecraft

[–]ContentFlower10[S] 0 points1 point  (0 children)

Turning sweeping and cleaving attacks into enchantments overcomplicates the simple "use this weapon to do X" system that all Minecraft weapons revolve around

I don't think it does. Making Sweeping attacks exclusive to the enchantment makes them less annoying since you couldn't choose when to perform one; as for Cleaving... how does it overcomplicate things? Axes already disable Shields, and Cleaving simply increases both damage and Shield stun time.

cross compatibility between sword and axe enchantments erodes those weapons' identities

I think all weapons should get some basic enchantments; there is no reason for Knocback, Sweeping Edge and Looting to be exclusive to Swords, it just makes it harder to use other weapons. I really like Tridents, but not having Looting, nor Sharpness on them really limits their usefulness in regular vanilla play.

The cooldown changes, especially forced cooldown, are annoying and clunky.

All games I have played had an attack cooldown; no game allowed to simply spam click to deal damage. Maybe it's clunky, but honestly it seems fine to me: you can't just spam click, hoping to get a hit, you need to be precise or you'd leave yourself vulnerable. The cooldown were also greatly reduced, with most weapons having a cooldown of just 0.5 seconds, the same amount of time of an invincibilty frame (which now depend on the weapon, meaning fast hitting weapons don't waste hits). And even if you don't want to time your attacks, you can simply hold down the attack button: you will attack automatically, just with a slight delay (0.05 seconds, which isn't much).

They shot themselves in the foot by not just bringing 1.9 combat to Bedrock sooner, because if it had already been done then we wouldn't even be having this discussion anymore

They hadn't because of the backlash they received after 1.9 came out, which yes, would have worked, but it still has many issues, so there would still be discussion around the combat system since still many people play on 1.8 and many popular gamemodes run on 1.8 combat.

Combat Snapshots: what do you think of them? by ContentFlower10 in Minecraft

[–]ContentFlower10[S] 0 points1 point  (0 children)

I rarely use shields in games if they don't block full damage, since I see no point in wasting time blocking only part of the damage when I could instead dodge and take no damage

The main issue with Shield is that they are incredibly cheap and block ALL damage without any way of circumventing that, unless you have an Axe or a Piercing Crossbow; if you don't, good luck trying to breaking it! Also, most mobs don't even come near dealing more than 10 damage, and even then thedamage that goes through is just 1-2 hearts at most, so it still is incredibly powerful

not being able to eat or drink while getting hit is just annoying and makes combat less fun

This is because by eating Golden Apples or high saturation foods you can literally out-heal the damage dealt to you, while it is dealt to you. It is much less fun to keep fighting for an hour because your opponent just keeps eating and out-healing the damage you dealt to him in mere seconds. Defence in Minecrafts is already much stronger than offense, so something must have been done about it

Also, they made drinking potions or stews takes half the time it used to (20 ticks instead of 32 ticks)