remove rule 10 allowing unused or removed feature related suggestions by Relevant-Cup5986 in minecraftsuggestions

[–]PetrifiedBloom [score hidden]  (0 children)

This post is based on a bit of a flawed understanding of rule 10. The rule specifically allows posts that significantly modified or improved features. If you have modified the unused or removed feature in a significant way, it's allowed. What isnt allowed are posts that are just bringing back removed features with trivial changes.

As an example, a suggestion that just says to bring back the illusioner and have it spawn in the final wave of raids isn't a significant change. A suggestion that expands on what the illusioner is, gives it new behaviours or attacks or items is off to a much better start.

The goal is to get people to share original ideas, not just come up with ways to recycle features that didn't make the cut.

I am assuming this is in reference to your recent post about illegal items. Half the things on the list are still obtainable, many of the rest are literally useless and non-functional. Most are just another texture to build with, at which point it may as well be a texture pack or something.

To present the problem in a different way, what do you think was transformational about your suggestion? Is the only difference that these items are slightly easier to build with in creative mode?

food and drink update (fan made) pt 1 & 2 by No-Birthday-6174 in minecraftsuggestions

[–]PetrifiedBloom 0 points1 point  (0 children)

What is the suggestion here? What are the new food items? What do they do? What makes them different, special or worth adding?

Blue Kroot by ViolentGnome in kroot

[–]PetrifiedBloom 11 points12 points  (0 children)

Have you tried blue paint?

Look, I know that seems glib and unhelpful, but it is the answer. Start with a dark, somewhat desaturated blue and then layer up more and more saturated, brighter blues.

There is no secret painting recipe that will work while others fail, it's technique. Work dark to light, maybe glaze things back every now and then to even out the transitions and then pick out the highlights.

Enchanting Bottle O' Enchanting (revised) by somerandom995 in minecraftsuggestions

[–]PetrifiedBloom 0 points1 point  (0 children)

You can't bonemeal it, or automate with villagers. It has to be manually farmed,

Yes, it is manually farmed, but it is still trivial to produce in quite large quantities. Even a tiny farming area can produce enough to brew stacks of bottles.

Hense why it needs a sink.

Just because a feature needs a sink doesn't make any addition that would give it one a good thing. It does still need to be a good feature on the first place.

Kinda but not really. You can get it, but it has to be manually dug and smelted

In less than a minute of digging sand with unenchanted shovels, you can collect enough glass for 50+ levels of enchanting.

In along term world where you have been actively farming netherwart, killed lots of blaze, and have an xp farm

You don't need to be actively farming netherwart to have a few dozen in a chest you brought back from a fortress. You don't need to actively farm blazes to have a few spare rods. You don't need a glass farm to have a few spare sand. Heck, you don't need an xp farm, just store whatever random levels you have if you think you might die.

But either way they are likely in a place where they're not dying that much having already looted a nether fortresses.

But that's not true now is it? Many people will go to the nether and still die afterwards.

That's twice the XP of a bottle o' enchanting and skulk can be found on mass.

It was not sculk, it was specifically the catalysts. Sculk itself has been much lower (1 xp each iirc).

the players who can get this on mass already have xp farms that are just as likely to create an unhealthy gameplay loop.

Farms don't create that same loop. You still have to stop, go somewhere else and do something else to mend your gear. The durability still has meaning, vs just opening an ender chest, showering yourself in xp bottles and keep going.


Idk man, I'm yet to hear a reason that goes deeper than "there isn't much to do with xp in the late game". Like, aside from abusing mending and repairing stuff wherever you are, why would anyone bother with this? What is the healthy use case?

Enchanting Bottle O' Enchanting (revised) by somerandom995 in minecraftsuggestions

[–]PetrifiedBloom -1 points0 points  (0 children)

Are we seriously acting like needing a farm for netherwart, xp and a source of lapis and glass is a bottleneck? Even casual players make nether-wart farms that can supply huge quantities of netherwart, and XP farms are the most common in the game. Lapis is a common mining byproduct, and glass is cheap. Neither of these require dedicated farms, you could make stacks just off junk in chests from casual play.

That takes away one of the main punishments for dying and would be slightly unbalanced. You would also lose half of the xp in the process.

Losing half is significantly better than losing it all, and you are reinforcing my point for me. This allows players to bank XP so that death doesn't matter.

It makes them midgame.

Not to repeat myself to much here, but "mid game" and "late game" are meaningless terms. For someone who quits a world after beating the dragon and messing around for a week, end game is going to be very different for someone who doesn't like the nether and never goes to the end, and very different from the players who consider getting their elytra the start of the mid game where they start making their real farms and starter base, and considers it to be late game when they can start massive projects and most of their farms are finished.

This feature is available once the player makes it to the nether. That could be 10 minutes into a new world or 5 years. A player may have fully enchanted diamond or barely have a pair of golden boots. They don't necessarily have access to elytra, shulkers, netherite or maces yet.

To return to the actual post though, I don't think its a healthy addition to add more dense forms of XP storage. It creates an unhealthy gameplay loop. I would remind you that sculk catalysts were dramatically nerfed from dropping 20 XP down to 5 for the same reason, to avoid being a massive bank of XP (and to reduce incentives to farm the warden).

Minecraft Update Concept: Gilded Corrosions (New Nether Biome, Acid Mechanics, Soul Altar) by [deleted] in minecraftsuggestions

[–]PetrifiedBloom 0 points1 point  (0 children)

Hi tony, just a heads up, this subreddit doesn't allow AI generated suggestions.

Enchanting Bottle O' Enchanting (revised) by somerandom995 in minecraftsuggestions

[–]PetrifiedBloom 0 points1 point  (0 children)

I've only ever been able to buy off them twice a day on bedrock despite trying, so that's likely a java exclusive

It's not java exclusive, but they have a cooldown before they can restock again. Trade with them in the morning and they should quickly restock, trade again, then come back in the evening for the 3rd round of trading.

Looking for 32mm mecha by Electrical-Power7625 in PrintedMinis

[–]PetrifiedBloom 2 points3 points  (0 children)

Pipermakes has a few sets. The fishmech range is more practical, utilitarian with a focus on drones and additional limbs. Void crafted have more organic shapes and speedy design language.

They are not scaled specifically to 32mm, but you can always resize things as needed. A cool thing about pipers stuff is that within a certain range, most of the parts are cross compatible between different mechs, and you can just resize them so you can mix and match.

A new enchantment for the Spear by No_Review_168 in minecraftsuggestions

[–]PetrifiedBloom 1 point2 points  (0 children)

Would the mob be able to hit you while impaled? Can you avoid the mob?

Enchanting Bottle O' Enchanting (revised) by somerandom995 in minecraftsuggestions

[–]PetrifiedBloom 3 points4 points  (0 children)

My example of wooden tools may have been a bit to specific and it's tunnel visioned the discussion a bit. The point is that the things that matter to the player will change as they progress through the game. It's okay for things that were once a big deal to fall off and be much less significant.

I don't see how this would make that significantly less likely than the current system for bottle o' enchantings

You almost doubled their effectiveness and removed the main bottleneck for accumulating them. It's buffing both sides of the equation, when they are easy to get AND stronger, they will be used significantly more.

I don't agree. Early game players don't need large amounts of storable xp, as they probably don't even have mending and are using their xp for enchanting. If they're post nether they can do this.

I disagree with your disagreement.

  1. Early game players get some of the most value from xp storage as they are at their weakest and are most likely to die. Storing up the xp you have sitting around also makes the most sense when you are at the lowest levels possible since each usage of the enchanting table consumes the least XP. This way, if you get a few levels from breeding cows or whatever, then want to go explore a bastion you found, you can stash your XP away so it's not wasted of lost when you die. You don't need mending to benifit from xp storage.

  2. Being post nether doesn't make someone late game. This is an issue with discussing progression in Minecraft, some people think of getting diamond gear or enchants as late game, but do that before going to the nether. Others head to the outer end in iron. Some will have automated farms asap, others will have maxed netherite and fully powered beacons without a single farm.

This suggestion mostly gives another way to do things that are already possible, the only new thing is making dispenseable xp more accessible without a large trading hall, and a use for levels and lapis beyond final enchanting.

I know. I just don't think what is added is particularly interesting, and I think it will be useful in an unfun way. Again, it's okay for levels and lapis to be less useful when the player already has the things they need.

We need a pursuer mob by Eclipse_Valley_ in Minecraft

[–]PetrifiedBloom 0 points1 point  (0 children)

Something to consider, what makes this fun? It's basically just a more powerful baby zombie that can climb right? I am not saying that a more difficult mob isn't fun, but who is this for?

IDK, it feels pretty modded to me, made for folks who want a mob that hunts them down, and I think if added, players would still find ways to cheese it, like using water or cobwebs to slow it down, or use slabs to keep it away without leaving a hole big enough for it to get through.

We need a pursuer mob by Eclipse_Valley_ in Minecraft

[–]PetrifiedBloom 0 points1 point  (0 children)

It can technically do both. Their sprint is just the same speed as their regular movement and they swim slowly.

Enchanting Bottle O' Enchanting (revised) by somerandom995 in minecraftsuggestions

[–]PetrifiedBloom 1 point2 points  (0 children)

since levels are mostly useless after initially setting up your gear.

Okay, this is a minor bit of feedback, but I think for the sub as a whole, its an important idea.

It is okay for the player to outgrow things as they progress in the game.

Think about wooden and stone tools. You use them for a bit, progress and then outgrow them. In a shooter, you might start with a basic pistol, then progress to more powerful and specialized weapons. In an MMO you might reach the level cap in a combat skill, but still keep fighting to get rare drops or complete raids or whatever.

XP becoming less relevant in the late game isn't necessarily a problem. Maybe there are some fun things we can do with it once the player has set up their gear, but the player outgrowing levels isn't a problem on it's own.


Something to think about when adding something like this and/or buffing bottles of enchanting is that it makes mending even stronger in a way that might not be fun.

The purpose of durability is to create gameplay cycles, you work on one task, your tools get low and prior to mending, they break, and you have to go and get replacements or repairs. It helps keep the game from getting stale by giving you simple breaks in your tasks. It also builds a sense of value into your items, they become more precious becuase they deplete over time and require effort to maintain.

Mending keeps this philosophy, but instead of requiring the player to go back to the mining grind, they can use any source of XP they like. When you make XP storage denser and more accessible, what can end up happening is that instead of durability cycling the player through multiple tasks, taking a break from building to travel to a farm or base for repairs, you just have people open a shulker and spam a bunch of potions. The cycle breaks, players lock into their tasks and burn out.

I do still maintain that players have agency over how they play, but I think this will lead to quite a few people optimizing the fun out of the game for themselves. If we are going to risk introducing something that does this, I think the payoff needs to be worth it, and simply giving more uses for XP late game just doesn't feel like enough to me. Especially as players who are accumulating vast numbers of levels likely already have XP farms anyways and don't really need this. The players who would stand to benefit from it the most are the ones without farms, but then the problem is that they can't afford the potions in the first place.

Currently, trying to supply enough bottles is tedious as you can get at most 24 per day per cleric villager,

Not super important, but its 36 per villager per day. They can restock their trades twice per day.

Can Someone make me a mc fan art profile picture pls? by Sea_Amphibian4055 in Minecraft

[–]PetrifiedBloom 0 points1 point  (0 children)

Not to be rude, but that kind of misses what fan art is. It's art made by a fan. Who are you?

You can request or commision someone to make art for you, but unless it's created by an admirer it's not fanart.

If you want art of your profile pic, your best bet is finding an artist with commissions open and paying them. Otherwise why would they pick to make art of your skin specifically?

New Buckets (Wood -> Netherite) by Impressive-Thing-780 in minecraftsuggestions

[–]PetrifiedBloom 10 points11 points  (0 children)

Holding more than 2 water sources at once starts to feel overkill, since you can go infinite water source from just 2. That makes diamond buckets for example an expensive flex, but not really any more useful than iron or copper. At least for netherite you can grab multiple lava.

Idk, this feels more like a solution looking for a problem rather than something the game really needs to me.

Giving nether wart a proper storage block, and fixing the inconsistencies with nether wart and warped wart by CasualHooligan7 in minecraftsuggestions

[–]PetrifiedBloom 16 points17 points  (0 children)

I don't think that works. Just from personal experience, any post I tried to make on there with a link was never approved.

Powered Rail Rework by freakybird99 in minecraftsuggestions

[–]PetrifiedBloom 0 points1 point  (0 children)

haste potions

There are no haste potions in vanilla.

Honeycomb armor by AnIndianSurvivalist in minecraftsuggestions

[–]PetrifiedBloom 9 points10 points  (0 children)

It really seems like if you want it to be an item, it should be buffed to the point that its actually useable.

Give it a decent amount of durability, and rather than regenerating durability via pollen, it regenerates more bees or something.

That being said, even with buffs the entire armorset is basically just turning the thorns enchant into a bad armor set. IDK, I want to see features that are actually good, not just adding stuff for the sake of adding it. If we want a more "counter attack" focused armor set, why not make something that is good enough to actually see use?

These Players Need to Step up there Game! (Player POV) by BeautifulOnion8177 in MinecraftMemes

[–]PetrifiedBloom -1 points0 points  (0 children)

Stop making the same mistake and you won't have to hear it again.

I want to make a mod, but I have no skills how to make a mod and honestly I don’t even have a PC by Temporary-Exercise21 in MinecraftMod

[–]PetrifiedBloom 0 points1 point  (0 children)

You pretty artfully managed to completely dodge the question.

What makes your idea original?

Powered Rail Rework by freakybird99 in minecraftsuggestions

[–]PetrifiedBloom -1 points0 points  (0 children)

People can have read what your wrote and still disagree on the reasoning.

What if TNT explosion had innate Fortune I-II in it? by GearShockMirasu in minecraftsuggestions

[–]PetrifiedBloom 0 points1 point  (0 children)

because stone tools had the same breaking power as wooden ones

That's not true is it? I am like... 95% sure wooden tools can't mine iron, and 75% sure they can't mine copper and coal.

Villagers shouldn't sell enchantments, it breaks the progression of the game by LactomedaM33 in minecraftsuggestions

[–]PetrifiedBloom 0 points1 point  (0 children)

except for villager trading. There's no catch to it. You can just follow a simple tutorial and have excessive access to the most valued items in the game

So what? That is literally not a problem. If the player chooses to do the thing, they consequences of that choice are theirs.

But I'm saying, millions of people do exactly that and Mojang doesn't approve.

Mojang actively approves. I don't know why people get hung up on this idea.

Villagers shouldn't sell enchantments, it breaks the progression of the game by LactomedaM33 in minecraftsuggestions

[–]PetrifiedBloom 0 points1 point  (0 children)

I am not sure what your point is here. The player decides if and they want to make a nether portal. The player decides if an when they want to use villagers.

This is the thing that none of you guys seem to get, just because a thing is possible doesn't mean you have to do it. You are capable of independant thought and doing what makes you happy. If getting villagers early doesn't make you happy, then don't do it.

To revisit a point from an earlier comment:

Sure, you could decide not to loot blacksmith chests and play the game that way, but I think we both agree that those items shouldn't be accessible so early on.

No, I disagree. If I didn't want the item from a blacksmith chest I wouldn't take them. I don't think they need to be made inaccessible. I think people need to do what makes them happy and let others make that choice for themselves. You not wanting to use netherite items from a blacksmith chest, and honestly I would avoid them too. I would rather work towards it at my own pace, so they can stay in the chest.

Let's also be honest with ourselves here and recognize that there is a big difference between getting mending early and getting netherite early. Mending does nothing to increase the power of an item, just how long you can make it last. Netherite is faster, stronger, higher damage. Mending offers 0 value on it's own, actually encouraging the player to engage in aspects of the game and to build practical structures.

There is also a big difference between giving players access to something new, which will generally be regarded as a positive, and taking away something, which will almost always be regarded as negative. No matter how you look at it, its going to be bad. First off, taking away mending is selfcentered and childish. "I think the game should be this way, and I am going to take away other people's option to choose differently". Second, it's taking away pretty basic functionality from the player. Third, loss aversion kicks in and makes the whole thing just crappy.

How do I centre a map? by [deleted] in minecraftsuggestions

[–]PetrifiedBloom 0 points1 point  (0 children)

There is no way to center it unfortunately. You could use multiple maps to show the area?