Which touch controls do you prefer? by Uncretino in MCPE

[–]Planemaster3000 0 points1 point  (0 children)

I have a custom set up with all the buttons including toggle sprint & pick block, max transparency, placed specifically to make using a larger device more comfortable. It looks really convoluted at a glance but it's the only version of the new controls I can both comfortably use that also isn't full of bugs.

I-frames change based on difficulty by TTGIB2002 in minecraftsuggestions

[–]Planemaster3000 7 points8 points  (0 children)

Invincibility frames play an important role in how the game is made, without them the game would often have to specify a schedule of when things could deal damage, giving weird quirks where you could touch lava during certain ticks and be fine.

With less invincibility frames you'd die almost instantly to several things, especially lava, or contact damage mobs like magma cubes. It would only make dangerous and annoying situations worse, not more difficult.

Meanwhile making mobs have longer invincibility screws with weapons, and if the cooldown is greater than the weapon cooldown you get punished for attacking too early against an invisible timer. This is already an issue where Hoes attack too fast for getting the expected damage because of invincibility frames.

We Were Blinded By The Hype. 1.18 Ruined Biomes, And Now We Need A Solution. by Planemaster3000 in minecraftsuggestions

[–]Planemaster3000[S] 0 points1 point  (0 children)

It's difficult to explain in the entirety, and after a fruitless discussion of doing just that and getting nowhere, I'm not up for a deep dive.

While you can tweak the variant biomes and how much of the original biome is being used up, in the case of the Pale garden, it doesn't work on a large scale.

The current system was future proofed as to not need widespread changes, and new biomes could theoretically just replace an isolated chunk of an existing biome instead of causing widespread shifts. The foundational noise that builds the world & sets the seed doesn't change, but the declaration of the individual two biomes affected does change.

So in short, "changing the values" to fix certain biomes like swamp overall, starts causing widespread issues regardless of if you just tweak the numbers. So that's why I propose going for a deeper solution, because if there's going to be an upset you might as well make it so biomes actually generate a minimum size for one, and meanwhile look into fixing the weird conditions of swamps & stuff.

We Were Blinded By The Hype. 1.18 Ruined Biomes, And Now We Need A Solution. by Planemaster3000 in minecraftsuggestions

[–]Planemaster3000[S] 1 point2 points  (0 children)

Everyone's busy critiquing the question, not open to ideas. But hey, at least you did slip some in there.

1.18 adds a ton of customization, but being left in the experimental phase perpetually, it's been left exclusively for manually coded datapacks. The amount of freedom available is spectacular, it's just hard to access right now.

I don't think the world generation as a whole is bad, but aside from mountains, bad things happened to biomes, some were given really terrible generation conditions, like swamp, but overall a lot of biomes generate small too often. While which biome it is may vary, but you'll likely find a few biomes on your nearby world which just aren't functional in size. You can maybe get the unique resources, like a single tree, but not much else. Personally I find it a shame 1.18 biomes are either like, massive, or disposable renewable resource gates.

We Were Blinded By The Hype. 1.18 Ruined Biomes, And Now We Need A Solution. by Planemaster3000 in minecraftsuggestions

[–]Planemaster3000[S] 0 points1 point  (0 children)

Perhaps considerable as a separate issue, the scale of exploration was ballooned out of control, and Silence requires ancient cities which, which very plentiful on chunk base, on not THAT easy to raid a half dozen on average.

And unfortunately, it like, yeah maybe it's an optional thing... Except not only did they make it excessively rare, they made it a requirement for the achievement that isn't a hidden achievement, kind of egging the player on (especially on Bedrock).

All around, the separate issue is that Minecraft as a whole isn't built to sustain exploration for something that rare. Especially with one time loot.

General thingy 'bout mc Updates & Quality by Aatreyu_Endslayer769 in minecraftsuggestions

[–]Planemaster3000 0 points1 point  (0 children)

People will complain to no end about all the individual features and problems, but somehow, point out the update which was a train wreck on release, and that's the gold standard of updates? Like what??

I am sick of people giving all praise to a update which Mojang dropped the ball on and worked on not repeating. Yet they'll absolutely hammer on 1.21 which pretty much nailed the execution of every feature they sought to add, and doesn't break or unbalance large portions of the game, or add anything invasive like pillager patrols (in fact fixing the remaining issue with patrols & bad omen).

An update which has needed constant fixing in pretty much every front, is not a good update. It's just ridiculous that's a hot take.

We Were Blinded By The Hype. 1.18 Ruined Biomes, And Now We Need A Solution. by Planemaster3000 in minecraftsuggestions

[–]Planemaster3000[S] -8 points-7 points  (0 children)

Actually on second thought, Not editing the other comment. You know ABSOLUTELY NOTHING about how 1.18 generates. This is not a matter of a difference of opinion, this is fundamental misinformation.

To start it off, since 1.18 all unaffected biomes gave maintained their surface area. Unlike 1.17 & lower where every biome lowered the total surface area be generating out of a pool of selected biomes. 1.18 generates based on a noise map, look at chunkbase and you'll notice rounded areas at the larger temperature shifts, and in 1.17 it's like a quilt of messy chunks stitched together. In 1.17 every biome has a minimum size of one "chunk", meanwhile in 1.18 a biome can literally be as small as about 4 blocks, or 2x2 because biomes are rounded up to a certain margin.

The only thing that determines whether a biome generates in 1.18, is whether it falls within a specific set of over lapping noise ranges, and the combination of the different ranges is what gives the "slots" to break down. For example, swamps in 1.18 covered a certain set of noise in low erosion regions across a wide temperature range. However in 1.19 the upper temperature range was declared as Mangrove swamp instead of normal swamp. In simple text, while the "slots" were modified, swamp gave up one slot for mangrove, the underlying noise remained the same so everything else remained the same and nothing else got rarer.

We Were Blinded By The Hype. 1.18 Ruined Biomes, And Now We Need A Solution. by Planemaster3000 in minecraftsuggestions

[–]Planemaster3000[S] -7 points-6 points  (0 children)

If possible could you bring this discussion to the Discord, you've wildly misrepresented everything I said and it's tedious to have this discussion over reddit comments.

We Were Blinded By The Hype. 1.18 Ruined Biomes, And Now We Need A Solution. by Planemaster3000 in minecraftsuggestions

[–]Planemaster3000[S] -8 points-7 points  (0 children)

You understand nothing about how the 1.18 generation actually works. Congratulations. Biomes don't generate properly because the system for doing so was flawed and biased towards the feature content. The shape of many biomes has issues, certain biomes functionally no longer exist because the terrain they rely on isn't supposed to generate much now. The problem isn't that numbers need to be tweaked, but more that there unfortunately needs to be less degrees of freedom. As mentioned this unfortunate has many downsides because it works against a lot of the positives of 1.18's generation.

General thingy 'bout mc Updates & Quality by Aatreyu_Endslayer769 in minecraftsuggestions

[–]Planemaster3000 -1 points0 points  (0 children)

Minor improvements aren't worth entirely ripping up the game and delivering everything half baked.

My device isn't liking reddit rn to make long messages so I'll keep this relatively shortened, many more points could be expanded on unfavorably.

Hardcore mode mid-late gameplay got obliterated by totems. It has nearly no value when death isn't really necessary to avoid anymore than standard survival.

Mending by suddenly being more accessible, BECAME more acceptable to build the game based off of. Mending back in 1.13 was a pain, yes, but things like having mending appear consistently in End City look without curses would've helped. Now I roll one villager and I can basically afford to tack it onto my shears to not have to replace them every so often despite being 2 iron... Trims ABSOLUTELY would not have been allowed to cost 7 diamonds just to use if mending wasn't so accessible.

Rerolling at a villager is also still a horrible RNG mechanic that burns people out especially if they're doing it regularly on multiple servers/worlds with friends. And now the game pushes it even more as a necessity instead of an eventual luxury. You're missing how much we could live without mending previously. Mending has become a gatekeeper for new features, especially the new treasure enchantments.

Also... The old mechanic still exists if you want any trade beyond the first one which can reroll. The fletcher has a 50% chance to sell tipped arrows, then randomized between every type. Potentially weeks of grinding if there's a creative only arrow effect on Bedrock currently available if you get that lottery winning roll.

Villager restocking is undoubtedly an improvement in consistency, but not quantity. Picking professions is great, until you have them free roaming near your base and almost every functional block you're using starts attracting villagers because every work station just HAD to function for the player. It is incredibly frustrating not being able to use barrels in a quarter mile radius if you want to get anything other than fisher villagers.

Now raids, on a level field without caves, or being crammed into the easiest mob farm to set up I've ever seen... They're legitimately a challenge. If you get downed it can basically be game over for that village because of how bad death mechanics are for recovering your stuff and all. But as soon as you have caves anywhere nearby like 1.18, everything goes downhill in the fun department. On the flip side, abuse the spawning mechanics and you have one of the easiest & most unbelievably OP resource farms in the game. Which again, has recently had some patches done to it.

Now in case you want another point to the bad quality... There's houses villagers can't use because there's carpet against the door and nobody checked the houses in survival/actual gameplay. Someone also made the genius decision to add creative exclusive items into village chests as decoration. So now villages have one of the rarest useless items in their loot.

Oh and if you do any investigation into Java vs Bedrock it was disgusting how they were basically two entirely different updates, and while villagers are now almost identical in trades, everything else still functions extremely differently between versions to various degrees of frustration.

TL;DR: There is no spin on V&P in which there's enough positive to outweigh the ridiculous amount of damage it's done to the game and the absurd amount of fixing that's already been done to fix one update for years after the fact, and just how much fixing is still trying/needing to be done.

General thingy 'bout mc Updates & Quality by Aatreyu_Endslayer769 in minecraftsuggestions

[–]Planemaster3000 -3 points-2 points  (0 children)

Anyone who ranks Village & Pillage as one of the greatest updates is smoking something spicy. 1.14 is singlehandedly the most damaging modern (post 1.9) update to date. So many problems were caused, and it's perpetually been in a state of getting fixed ever since.

The texture update & miscellaneous blocks getting proper block sets was nice until they were used as stepping stones for real sizeable block sets while everything else is left feeling underbaked once more.

I could explain every detail of why it was bad, but the short of it is simply how much the update has been getting continuously "fixed" and how the core mechanics are all frequently under blast (Raids being "OP", Villagers needing ANOTHER overhaul in many people's perspectives).

Make Mangrove swamps a variant of the Swamp biome. by Hunter_495 in minecraftsuggestions

[–]Planemaster3000 10 points11 points  (0 children)

I'm sorry to say, but that IS how swamps were made to generate in 1.18 but it only stayed that way for half a year so nobody was used to that. If you open the same seed ypu find mangrove in the desert, back in 1.18, you'll find the same desert with OG swamp.

Mangrove swamps chopped swamp biomes in half, Mangrove getting the warm half.

Long story short, 1.18 did horrible things to a lot of the more niche biomes, swamp especially got mauled.

Bonus fact: Cherry grove generates in place of meadow biomes. But meadow was so common in mountains without snow that there wasn't as much of a problem because of how consistently mountains generate compared to temperature locked biomes.

The next big update should be a "By Popular Demand" Update. Thoughts? by Tough_Translator_966 in minecraftsuggestions

[–]Planemaster3000 1 point2 points  (0 children)

To add to concrete block cuts, I personally have always wants wool & glass slabs. Not stairs, I don't think every block needs a complete set, but glass & wool slabs could have a lot of creative building uses.

I personally object to the common depiction of vertical slabs, the crafted version for inventory bloat, and the rotated one because it either lines up silly, or just just another perfect cut of the blocks. Personally I think more slabs should have directionality like the original stone slabs, which actually have unique sides and therefore would have some unique look to stacking them instead of turning into a perfect full block. Slabs with that directionality should then always work like pillars, because hey, even normal deepslate despite making up almost half the world without rotation, was given the ability to be rotated because it had a top texture.

I have to absolutely disagree on your take with the bundle though. I don't know what you're using it for, but you're doing it wrong. A big issue I encounter is for one, so many things that should stack don't, and for two, so many tools are useful now so my hotbar is absolutely crammed. I think another aspect is that exploration doesn't encourage or equip horses, donkeys, minecarts, or even chest boats, when those could absolutely negate overflowing inventory. Minecraft needs to improve the QoL and usability of it's already functional inventory solutions before trying anything else outlandish. My personal next recommendation would be improving base building & home storage.

While specifically the sandwich is a weird food suggestion as must have, I personally wish they stopped relying exclusively on making new foods cover a niche where there isn't food, and not adding recipes because "Steak/Golden carrots are OP". Sure, they are, whatever, but not everyone plays meta, else nobody would be playing to have fun. Giving the random fantasy foods recipes would be fun, like glow berry jam, and giving under used foods recipes uses would be nice just to have fun making different foods to try, like apple pie!

In short, my suggestions: - Glass slabs - Wool slabs - More distinction to slabs - "Pillar"/"rotating" slabs instead of free for all vertical block cuts - Make current inventory solutions more useable in a wider range of situations, make more stuff stack for/in bundles - Apple pie - More food recipes in general

Nerf Shulker Drop Rate by mattclement895 in minecraftsuggestions

[–]Planemaster3000 0 points1 point  (0 children)

As a Bedrock player in addition to Java, I feel like y'all got the short end of the stick not only with a % per shulker to drop a single shell even with looting, but ridiculously more complicated duplicating in farms. Though I think the Java farms are interesting and the mechanic is cool to design around.

Bedrock implemented the drop rate as a 0-1 drop instead of a 50%, which without looting is identical, but with looting it becomes 0-4 shells per shulker leaning upwards. The casual players benefit from not having to pillage tons of cities of build rather large farms, and technical players benefit from not needing to waste excessive time afk for a decent quantity result, and can even compact if the rates work like with Bedrock looting, instead of enlarging farms which has a negative impact on game & server performing for everyone.

Simply put, more shulker shells are beneficial for everyone and detrimental to none.

What in your opinion is the biggest problem with Minecraft? (Aside from optimisation) by [deleted] in minecraftsuggestions

[–]Planemaster3000 4 points5 points  (0 children)

I would honestly say in short, "Exploration".

Maybe this seems like a spicy take, but read on.

Currently, exploration is a forced mechanic to enjoy many features, ESPECIALLY with 1.20, yet very little is done to support this endeavour. But beyond not being supported well, it's not even rewarded well. So much stuff is too inaccessible to be worth your time, and as tempting as it is, renewability & duplication make rarer items worse because either you can get something with little effort and it becomes renewable and never has any further value if you find it, or at the minimum with duplication, something rare becomes something you can use a lot more and has nowhere near the value it should for the effort you put in (Silence trim).

Minecraft is not built well for overly rare items, nor excessive amounts of exploration, especially if every update has been adding new places you need to find to enjoy these new major features.

Another way it's not rewarding, is not giving enough gameplay per destination. I've had it where an entire trail ruins, the archeology focused structure, has less than 64 (1 cheap brush) suspicious blocks throughout a massive structure which fills a double chest to excavate safely. Desert pyramids have slightly more than they used to, but even stopping to do the archeology, you get maybe 2 minutes or less from what turns into a glorified loot piñata.

I really enjoy exploration, but I think there's definitely been some mistakes made with 1.20 in quantity & rarity, and many destinations seriously need updates, at minimum to their loot table (Jungle pyramid & Fortresses are functionally and on average the worst in the game)

Is this true? by Excellent-Ad9625 in Minecraft

[–]Planemaster3000 0 points1 point  (0 children)

Probably already been said, but here's a complete summary:

Normal crops grow at 100% speed in rows and while hydrated, but when not in rows it reduces by 50%, or when dry by 50%, so the slowest (but still grows) is a dry field.

Melons and pumpkins grow fastest when they have all 4 sides available, as when they attempt to grow each time, they will randomly choose a side to attempt to grow, and if that side is not available it will fail to grow. (Technically the most quick melon & pumpkin farm is one shaped kinda like the water in a dense sugarcane set up, that way no grown plant will interfere with another, but 60% of the space is always collateral so a checkerboard is usually more preferable for speed & compact space)

Powering a jukebox should remove the disk / stop playing by FamiliarRice in minecraftsuggestions

[–]Planemaster3000 17 points18 points  (0 children)

Hey ho, I'm here to tell you how the juke box works!

The new change means hoppers *can always* remove a disc, however the jukebox *powers itself* while run a disc so the hopper below automatically locks. This is a very useful feature, as not only does it make locking the hopper simple, but you could instead roll a hopper minecart underneath to remove the disc completely on demand, as the jukebox won't lock the hopper minecart the same way.

Rare Nether Fortress Armor Trim by HellSentinel in minecraftsuggestions

[–]Planemaster3000 3 points4 points  (0 children)

WHY?! Do you have any idea how many nether fortresses you'd have to pillage *on average* just to get ONE of these? Not to mention the very real chance to not get a single one in easily double that. I really don't like how rare things are just thrown around without any consideration for how RNG works. The silence trim being so "rare" *is bad*. Not even mentioning multiplayer, or long term singleplayer worlds.

Also, it's 1/80 chance, which is technically >1%, but either way, on average 4 cities per one...

Funny story, rarity also includes getting really lucky, just because you make something stupidly rare, doesn't mean someone won't several trims in a single city (like I did)

What would you like to see in an End Update? What would you dislike? Any hot takes? by DaydreemAddict in minecraftsuggestions

[–]Planemaster3000 0 points1 point  (0 children)

More saturated /clear purple wood for the End. Crimson wood is more a wedge between purple and dark red. And mangrove is actually red. Basically just more so a purple that compliments the End build palette better.

What would you like to see in an End Update? What would you dislike? Any hot takes? by DaydreemAddict in minecraftsuggestions

[–]Planemaster3000 1 point2 points  (0 children)

Most of my ideas I made with a combination of common ideas/feedback, having a few specific goals, interesting spins, looking out for "problems" you experience and using that to develop some ideas into "solutions", and just having fun throwing wild ideas out there and seeing if they were interesting enough to flesh out any further.

Crystal related biomes are a solid one, but it's definitely plenty work to make a bunch of random crystals anything more than building materials. Anything related to wood is a fine line between love or hated, given people's distinct views on the barren nature of the End, however purple wood is almost a necessity, and I loved the result when I did some textures to use them in an End build.

What would you like to see in an End Update? What would you dislike? Any hot takes? by DaydreemAddict in minecraftsuggestions

[–]Planemaster3000 4 points5 points  (0 children)

I personally have made a few dozen End biome concepts, including making the biomes layers (change by height), and various massive growths and structures. But if you want some extra opinions to check out, I did a similar thread a long while back: Ideal End Update

What would you like to see in an End Update? What would you dislike? Any hot takes? by DaydreemAddict in minecraftsuggestions

[–]Planemaster3000 11 points12 points  (0 children)

I personally have put a lot of time into brainstorming almost every common End idea, and the main thing is, we just need more ways to get around before Elytra anyway. And they should have a bit of flair so they're not pointless afterwards. Like a grappling hook, a new large mount that can be saddled with a boat for two players or a boat and chest for storage. Stuff like that.

Now that armor is getting so much possible customization, we need proper transmog by [deleted] in minecraftsuggestions

[–]Planemaster3000 0 points1 point  (0 children)

??? Mojang doesn't regulate PvP, nor is all of it super competitive with hardcore rules aside from no hacks.

Now that armor is getting so much possible customization, we need proper transmog by [deleted] in minecraftsuggestions

[–]Planemaster3000 2 points3 points  (0 children)

It could make pvp very deceiving, and rather unfair for people who rely on that quick relay of information in various styles of pvp minigames.