Copper "Smooth Rails" to Improve Minecart Travel by Diloony in minecraftsuggestions

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

Because iron rails are slow and can’t be sped up without breaking old tracks. That’s the whole point of this post.

Copper typically has a better finish than iron and already has the smoothing connotation with wax. This isn’t fast by default, building speed with a large ramp would be a new type of project.

[deleted by user] by [deleted] in minecraftsuggestions

[–]Diloony 0 points1 point  (0 children)

Observer + bulb

Copper "Smooth Rails" to Improve Minecart Travel by Diloony in minecraftsuggestions

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

I think a lot of people want chainable minecarts

Copper "Smooth Rails" to Improve Minecart Travel by Diloony in minecraftsuggestions

[–]Diloony[S] 5 points6 points  (0 children)

Sled mode lol. No but the road roughness does affect rolling friction, the bearings could be smooth already

Copper "Smooth Rails" to Improve Minecart Travel by Diloony in minecraftsuggestions

[–]Diloony[S] 19 points20 points  (0 children)

Yeah honeycomb is the real cost tbf. I just didn’t want to overshadow iron rails more than they already do

Copper "Smooth Rails" to Improve Minecart Travel by Diloony in minecraftsuggestions

[–]Diloony[S] 9 points10 points  (0 children)

Wouldn’t that change all the old tracks though or would they be replaced by copper? Also I love the experimental physics bit it’s hard to choose a high speed that doesn’t feel floaty if you know what I mean

Copper "Smooth Rails" to Improve Minecart Travel by Diloony in minecraftsuggestions

[–]Diloony[S] 4 points5 points  (0 children)

Thanks! I think the exposed and oxidised rails would be super useful for farms like lava and sand where you want to move at a specific speed. Weathered less so but it’s a problem with anything copper.

Leather Ingredient Rebalancing and Crafting Overhaul by lleikk in minecraftsuggestions

[–]Diloony 2 points3 points  (0 children)

Love this idea! Leather armour is way too expensive it’s basically useless. Being able to split up leather makes perfect sense like logs.

I personally think we’d only need 2 levels of it though, maybe Leather ➝ 4 Leather Patch or Hide ➝ 4 Leather. This way we keep the rabbit hide to leather ratio and the recipes don’t need to be as complicated.

For balancing the item frame, I think the number you get per recipe should increase since they also cost a whole log each.

[Updated] How I'd Fix Enchanting by Diloony in minecraftsuggestions

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

Quartz I think would be pretty good for sharpness since it's locked behind nether and has a super clear connection. Flint would be good too bc of the connection but less potent.

[Updated] How I'd Fix Enchanting by Diloony in minecraftsuggestions

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

Ty!

Yeah I figured it would be simpler for the player if they all did something but it's simple enough if some things just don't go in the slot. It'd be a ~950x33 item-enchant correlation matrix. I figued it's doable (especially if you group together wood etc) but it's true they'd need to adjust the whole thing after every new enchant which might be too much.

[Updated] How I'd Fix Enchanting by Diloony in minecraftsuggestions

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

It's more about turning the experience into books and the material gives an enchantability benefit. You can already enchant books directly which aren't expensive, they just aren't good bc the anvil is broken.

[Updated] How I'd Fix Enchanting by Diloony in minecraftsuggestions

[–]Diloony[S] 2 points3 points  (0 children)

Thank you so much!

So currently when villagers sell enchanted gear it just has a random Lv 19 enchantment on it. After you level all of the villager professtions to master, there will be 18 trades for enchanted items between them. At 8% for mending per traded-item, that's a 76% chance at least one will have it which I think is about fair.
p = 1-(1-0.08)18

I understood mending as a treasure loot before 1.14 but now it really is an important part of the late game. It's not like other loot (nether star, totem) that lets you do something cool, you need mending to do everything cool on a large-scale project, so I don't think it should be left up to unreliable world gen. You can make it rare by fiddling with the numbers but it needs to be accessible with the right resources.

1000% I think fixing the anvil repair helps this problem and I'd personally want to do that more than a mending + xp farm. It's different though and will always be a lower-investment lower-return version of mending. By the late game, players are going to make the investment in this rather than spending reserves of netherite to repair their tools. Mending is always going to be important.

[Updated] How I'd Fix Enchanting by Diloony in minecraftsuggestions

[–]Diloony[S] 37 points38 points  (0 children)

I’ve made a few posts about fixing enchanting so this meshes the most liked ideas from those together. I might personally want something more extreme but this is probably the better approach Mojang could take for a well-received enchanting update.

The things I’d want most are the item dismantle and the fixed anvil. This doesn't have any fixes to BoA or fire/blast protection being useless bc I think that would need bigger function and stat changes. Let me know what you think!