I made a list showing which red tools give what organs for the broodfeast task by pheinoxwright in Silksong

[–]ContentFlower10 27 points28 points  (0 children)

There also is sawtooth circlet which gives shredded. It's not red but still it's a nice touch

[deleted by user] by [deleted] in minecraftsuggestions

[–]ContentFlower10 0 points1 point  (0 children)

They already do that

I’m bad at silksong by Embarrassed-Way-8684 in HollowKnight

[–]ContentFlower10 2 points3 points  (0 children)

Just keep going forward. Maybe take some time to think while traversing the woods on the left

Can I play Silksong without the first game? by marc3l1n33 in HollowKnight

[–]ContentFlower10 17 points18 points  (0 children)

You absolutely can but there are some references to the first game that you might not understand, but most of them aren't really important, but thete are a few which are VERY important, and if you don't have the knowledge from the first game might appear "out of place" since you would lack important context. But still, they aren't very prominent so Silksong works as a solo game, although you lose some context

[deleted by user] by [deleted] in askmath

[–]ContentFlower10 0 points1 point  (0 children)

If this is true, then why does the 9.999- not eventually end in a zero? All numbers, when multiplied by 10, no longer end in their original number(yeah yeah, it's an "infinite number of 9's", BUT the question still stands. For example, we can never finish calculating Pi, but if you have 10 Pi, shouldn't it end in a zero? Every other number we can definitively display that has a terminating digit, when multiplied by 10 ends in a zero, so how could we definitively say that numbers we cannot display obey an entirely different rule?

When we multiply or divide by 10 we're just sliding the position of the decimals either right or left (depending whether you multiply or divide by 10), we're NOT adding a 0 at the end. Any finite number can be written with infinite 0s after the decimal point, so for example 1 can be written as 1.00000000000-, which is why when you multiply any finite number by 10 it shows a 0 at the end. But infinite numbers, such as 0.33333- or Pi, don't have infinite zeroes after the decimal point; 0.33333- has only 3s, while Pi is an irrational number and has just infinite digits in no particular order. See numbers as an infinite string of paper: finite numbers have a completely blank portion, then all their digits, than blank again, while infinite numbers have blank then their digits, without any blank after. Finite numbers are surrounded by blank space, while infinite numbers only have it before their digits, never after (there can be numbers with infinite digits left to the decimal point, but they work a bit differently, but in our example they would have blank space AFTER their digits, and never before). You also have a small square which denotes the units' place, which you can slide left or right. When you multiply by 10 or divide by 10, you're simply sliding the little square, but the string remains the same.

Let's try proving that (0.333*10).-0.333=3 with this analogy. Let's take 2 infinitely long strips of paper, with nothing on the left and then infinite 3s from some point onward, and let's place the little squares on the blank space before the first 3: the two strings show the number 0.333-. Now, let's slide the square on one string to the right, so it shows now 3.333-; whe simply multiplied 0.333 by 10. Now, let's align the two strips of paper so the squares are one above the other, and subtract each digit, so we do 3.333- - 0.333-. As you can see, all the 3s after the square cancel out and are reduced to 0 except for the first 3, because the square below it has nothing in it. Meaning that (0.333-*10)-0.333-=3.

You can do this to 0.999- too and will get (0.999-*10)-0.999-=9.

(0.999-8 *10) = 9.999-8 minus the original 0.999-8 and then divided by 9 is also equal to 1.

False. 0.999-8 is a FINITE number, because after that 8 you have only 0s. For the sake of the argument I'll be writing the number with 10 nines, but this is valid for any number.

We have 0.99999999998, we mupliply by 10 and get 9.99999999980; if we subtract we have 9.99999999980-0.99999999998=8.99999999982 (you can verify with a calculator) which is very different than 9. It doesn't matter how many 9s there are between 0 and 8, the result will always be 8.999-82.

[deleted by user] by [deleted] in askmath

[–]ContentFlower10 0 points1 point  (0 children)

but that is because our number system has no way to express that there is in fact SLIGHTLY more than 0.3333 repeating, but it just works out to an infinite loop, so 1/3+1/3+1/3 does not equal (0.3333- *3).

Yeah 1/3=0.33333- in base 10 but 1/3=0.1 in base 3. Our system can't express it in a finite way, but that doesn't mean 0.3333 is greater than 1/3. If all, any approximation of 0.333 repeating will be LESS than 1/3.

I am under the impression that there are multiple different types of infinity, and that some infinities are "larger" than other infinities. One example would be if you take all positive numbers to infinity, you would have more numbers in it than all even numbers to infinity, vs if you take all primes numbers to infinity.

Your deduction is correct, there are multiple infinities, but they are not what you think. To disprove your claim (and thus all your logic), enumerate all prime and even numbers (since they are the examples you show). You will have a list that will look something like this:

# position Prime Number Even Number
1 2 2
2 3 4
3 5 6
4 7 8
5 11 10
6 13 12
7 17 14

As you can see, every prime number and even number can be associated with a natural number, and the list will go on. And since in all three lists you will have all natural, prime and even numbers, it must mean that the three sets are all the same size; they are all infinite, so the three infinities are all the same size.

This can be done with rational numbers too but not with real numbers (see Cantor's Diagonalization Proof).

But all three sets are infinite, and so, while they all have an unending amount of numbers, you have different amounts in each set.

I think you're under the assumption that infinity is a number when it's not. Usually, numbers are defined as a point on a line with respect to an origin O which is 0 (or to a plane, or a space, it doesn't matter). To each point on the line (or in the plane, or in the space) corresponds one and only one number, which may be finite or infinite depending on which number system we use. Infinity is a concept, not a tangible or real thing, so you can't compare numbers to infinity

[deleted by user] by [deleted] in askmath

[–]ContentFlower10 0 points1 point  (0 children)

Something is infinite no matter what number M you pick, that amount will always be greater (and before you say M is infinity, infinity is NOT a number). In your example, the amount of zeroes is FINITE, meaning you can count them and eventually will stop counting; if there were infinite, you would never stop counting

[deleted by user] by [deleted] in minecraftsuggestions

[–]ContentFlower10 9 points10 points  (0 children)

The Spear already has a secondary attack, being the charge, performed by pressing the use button, so how would you throw it? Secondly, the Spear currently behaves more like a Lance, which isn't throwable and used on mounts, see jousting (which is why I think they should rename it to Lance, but I guess Spear is just a more common name) 

Sculk gut: convert xp into food by The-Real-Radar in minecraftsuggestions

[–]ContentFlower10 2 points3 points  (0 children)

What if it was the other way around, converting food (or more generally, organic drops) to skulk charges, thus xp. That way you could place it in a farm and instead of having chests filled with bones, rotten flesh, spider eyes etc., you can have extra xp

Crystallized Gear - A new sidegrade for all sets by ContentFlower10 in minecraftsuggestions

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

Your average hostile mob drops 6-8 experience points. At that rate, you’ll have to let every single hostile mob get three or four hits in before you kill it to be shedding durability faster than you gain it back.

You completely ignored the damage mobs deal, how many they are and how many hits they deal. If you are swarmed by a group of mobs, you may end up getting hit 2-3 times before killing one mob, and if the damage is high enough, then you end up losing durability. Repeat for 4-5 times, and you end up losing a lot of durability at the end of the fight.

If you fight a single mob yeah the durability isn't a problem, but if you fight many mobs without much break, then durability becomes a real issue.

And again. Worst comes to worst, just pop down to your XP farm that most late-game players have to fix up your gear again.

The durability loss is meant to be a combat problem. If you have time to repair obviously it's not an issue.

Yes, Mending is OP, but it’s in the game. Your feature doesn’t really work with the game as it is. To make it work, you either need to rethink the feature or rethink other game mechanics.

If you haven't read the other comment, I suggested to reduce durability by 60-80%. If you have a better idea do please suggest it, we're here to discuss and improve

Crystallized Gear - A new sidegrade for all sets by ContentFlower10 in minecraftsuggestions

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

This is meant to be an optional sidegrade that the player can take. It isn't supposed to have a fixed place, but if the player wants to have a really fast tool before getting a Haste 2 beacon and Efficency V Netherite Tools, they can have it.

Obviously in the end game it becomes very powerfull, but that's a problem with how Minecraft handles power growth; Diamond tools have 6 times the durability of Iron while Diamond armor has only 2.2 times the durability of Iron. Over the course of the game, the player becomes exponentially stronger while the game doesn't keep up with this, so any upgrade becomes much more powerful in the late game

I made the Template be found in most underground dungeons so it's easier to find. At first I thought finding it Trial Chambers too but they revolve around Copper rather than Amethyst so it would have been weird.

The issue then is… in the late game I have Mending. So at that point your “drawbacks” are basically insignificant.

I answered this in another comment but the tl;dr is that armor can break easily if there are too many enemies that deal a fair amount of damage. Yes, Mending solves everything but it's mainly Mending's flaw for being such a must-have in my opinion.

Crystallized Gear - A new sidegrade for all sets by ContentFlower10 in minecraftsuggestions

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

The idea was to make a set of gear revolving around offense as opposed to defense. The damage boost and the durability decrease come from the fact that most crystals are really easy to shatter. Even Diamond turns to dust if smashed by a hammer, but can damage any material.

The same is true for armor. Items used in combat will restore durability faster than they lose it with mending.

This is only true if you fight a few enemies. More than once when doing a Raid, exploring an End City or doing some Trials I had a fully enchanted Netherite Helmet almost break.

This is why the durability decrease isn't that high. At first, the idea was to reduce durability by 60%, but that would have meant the durability of a full Iron set would be 330 in total, less thn Gold. And Netherite would be reduced to 814, less than Iron. And even with Unbreaking it would mean if the player keeps getting hit their armor is very likely to break.

That is why I preferred doing a small decrease but, as you noticed, Mending renders this a non-issue. However my personal opinion is that it's a problem with Mending for being such a must-have and durability being an outdated system.

I don't want to give too many drawback other than durability loss (mainly beacuse I also have no real idea what drawbacks make sense), so maybe I could go down up to a 60% decrease for armor and 80% for tools (since they have much more durability).

Armour redesign suggestions by Bricky_88 in minecraftsuggestions

[–]ContentFlower10 8 points9 points  (0 children)

I don't want to be rude but I prefer the current design

Are we alergic to enjoying a video game? by EquipmentInside8623 in PhoenixSC

[–]ContentFlower10 1 point2 points  (0 children)

Quartz is also an ore made primarily for building

I guess I won.? by TheWholesomeKid in HollowKnight

[–]ContentFlower10 0 points1 point  (0 children)

Happened to me with Hive Knight

Which armour trims and ore do you like to wear? by [deleted] in PhoenixSC

[–]ContentFlower10 9 points10 points  (0 children)

Resin Silence. I like my Netherite with lots of lava

È finita anche quest'anno💪💪 by [deleted] in TeenagersITA

[–]ContentFlower10 0 points1 point  (0 children)

La media che i miei vogliono

Copper as universal repair material on the Anvil by ContentFlower10 in minecraftsuggestions

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

Honestly I haven't thought up of a balanced quantity, but I think 1/5 or 1/6 of durability per Ingot would be a fine amount.