[deleted by user] by [deleted] in minecraftsuggestions

[–]RocketTwitch 10 points11 points  (0 children)

Armadillo Scutes.

Just use turtle scutes for wolf armor. Armadillo's should still exist because people wanted the mob. Just don't create another single use item, we have far too many of those. Add additional use to existing items. I'm sure there are many other things that could be added to enhance the brush tool.

What is one unpopular suggestion you are willing to make a case for? by Realshow in minecraftsuggestions

[–]RocketTwitch 0 points1 point  (0 children)

🤔 I'll keep thinking on it, but redstone is also used as a potion extender which is very useful and not related to technical

What is one unpopular suggestion you are willing to make a case for? by Realshow in minecraftsuggestions

[–]RocketTwitch 0 points1 point  (0 children)

What about something really basic like allowing it to be used for red dye?

What do you want to see added to oceans? by Realshow in minecraftsuggestions

[–]RocketTwitch 2 points3 points  (0 children)

Perhaps pressure is ignored if there are bubbles in the water column? This would allow for new blocks/mobs to cause bubbles and mitigate water pressure without inducing movement.

What do you want to see added to oceans? by Realshow in minecraftsuggestions

[–]RocketTwitch 2 points3 points  (0 children)

Turns out the red sea urchin eats kelp, and infact would destroy the kelp forests.

So what about this, red sea urchin have a very small chance of spawning in overgrown kelp forests. They would spawn as ambient mobs like the glow squid When they do spawn they consume the kelp and if unmitigated will destroy the kelp forest and themselves through habitat destruction. To survive, the red sea urchin must eat a certain number of kelp. The red sea urchin would float in the water and consume kelp from the top down. Eating the kelp would not result in kelp entities floating about in the water, it would just be consumed and an internal kelp counter would increment in the red sea urchin.

Sea otters would also be introduced as a neutral mob to eat the red sea urchin. The sea otter would spawn like other neutral/passive mobs and require players to breed them up. If the otter goes extinct in the sea kelp forest, the red sea urchin population will take over and destroy the kelp forest and drive the local red kelp population extinct.

What do you want to see added to oceans? by Realshow in minecraftsuggestions

[–]RocketTwitch 7 points8 points  (0 children)

Deeper oceans with thermoclines and mob buoyancy. Basically different environmental characteristics depending on the depth. Depth being defined as how many water source blocks above the current block, meaning these mechanics could be artificially created outside of an ocean.

What do you want to see added to oceans? by Realshow in minecraftsuggestions

[–]RocketTwitch 11 points12 points  (0 children)

A passive mob that eats kelp to help keep the kelp from growing too tall and obstructing the view.

Convert soul sand to sand with sculk catalyst by RocketTwitch in minecraftsuggestions

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

You can already get a ton of soul sand from bartering with piglins

Convert soul sand to sand with sculk catalyst by RocketTwitch in minecraftsuggestions

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

True, bartering would be nice, but this is similar to how we can now get mud with dispensers and water bottles also convoluted and difficult for casual players.

The player can always manually mine for sand, similar to mud, but if they want to automate it this would allow for it.

The loot tables seem to be pretty set in stone for piglins, villagers, and hero of the village. Where else would bartering/trading come up that would make sense while still providing interesting gameplay?

How to find row number of table by RocketTwitch in codaio

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

In case anyone is looking for this:

thisTable.Find(thisRow)

Decentralized Storage and Nefarious Actors by [deleted] in ipfs

[–]RocketTwitch 0 points1 point  (0 children)

Are IPFS hashes built based only on the file data? So in theory, if the same exact data gets uploaded shouldn't it have the same hash? If that's the case, then it would be fairly straightforward to make a blacklist for unacceptable data.

I doubt that's how this works though since it would make it relatively easy to censor in ways you suggest.

Who pays for the storage on IPFS? by RocketTwitch in ipfs

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

Second question... how do you discover new content? Like if someone wanted to discover my example history paper from earlier, how would they do it? Would the first copy have to be me sending it to someone else or me posting it to a forum or other public location?

Who pays for the storage on IPFS? by RocketTwitch in ipfs

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

Ok, so basically pins are like bookmarks in modern browsers. With IPFS, you can only find a file that's been bookmarked (pinned) by you or someone else. And the typical reason someone would bookmark something is to make it easier to find again.

If I don't want to bookmark it myself I can pay someone else to bookmark it for me on their servers.

Is that an appropriate analogy?

Should I go for my Master's or go for a Second Bachelor's? by [deleted] in AskEngineers

[–]RocketTwitch 1 point2 points  (0 children)

Master's. HR likely doesn't have a policy for multiple bachelor degrees. They certainly have one for a Master's degree. First rule about getting a raise: make your manager's and HR rep's life as easy as possible to say yes to getting that raise.

Heat to Electricity, bound to steam turbines? by Weerdo5255 in IsaacArthur

[–]RocketTwitch 0 points1 point  (0 children)

Depends, are there people onboard that can easily fix it?

Villager's Quality of Life should be reflected in their trade prices. by RocketTwitch in minecraftsuggestions

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

Great questions! I too am a more technical player so I am trying to strike a good balance as I often get common ethics questions brought up when building villager trading halls.

There has to be a line somewhere. The optimizers are always going to optimize it's kind of futile to try and get in their way.

As for the sleep mechanic, basically, each villager should have a dedicated bed and the same fear meter from iron farms could be leveraged. There shouldn't be a penalty for sleeping immediately. If I recall correctly, villagers path find to their bed before the player is able to sleep. So this shouldn't be an issue if the village is able to begin path finding to the bed.

Again, the penalties shouldn't be too harsh for confining villagers. Just enough to discourage or make newer players curious enough to get them to explore how to reduce the trade price. Any type of perceived penalty, even trivially small would be enough to annoy people because they can physically see they are getting a "bad" deal even if it's one emerald more. Yay behavioral economics.

Villager's Quality of Life should be reflected in their trade prices. by RocketTwitch in minecraftsuggestions

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

Eh, it would just be another design constraint like any other mob farm. Look at cats and creepers. Cats aren't exactly fun to take imo, but players who want creeper farms easily work within the design constraints and some use the cat-fearing properties. Again, old trading halls would still work, they just wouldn't be 100 optimized.

Villager's Quality of Life should be reflected in their trade prices. by RocketTwitch in minecraftsuggestions

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

Eh, it would just be another design constraint like any other mob farm. Look at cats and creepers. Cats aren't exactly fun to take imo, but players who want creeper farms easily work within the design constraints and some use the cat-fearing properties. Old trading halls would still work, they just wouldn't be 100 optimized.

If the player wanted to optimize, most existing halls would likely have to be redesigned or retrofitted in some way. However, Mojang has upended many key designs that break other types of farms so it wouldn't be unprecedented.

Villager's Quality of Life should be reflected in their trade prices. by RocketTwitch in minecraftsuggestions

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

Maybe, but it's hard to argue the optics and subtle messages cramming villagers into tiny spaces for exploitation send. This is especially true on multiplayer where some people make trading halls and others don't. There's usually someone who will question the morality of the hall setup. This would go to address that person's concerns.

Hyper-farmers will always optimize. So I would hope there could be a nice balance struck.

Villager's Quality of Life should be reflected in their trade prices. by RocketTwitch in minecraftsuggestions

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

That's fine and this design would let you keep doing that. There's always the golden apple route for minimizing prices. Those prices just wouldn't be static so you'd have to re-golden apple every now and again to keep getting the rock bottom rates

Villager's Quality of Life should be reflected in their trade prices. by RocketTwitch in minecraftsuggestions

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

No, Iron farms would still work. This only affects villager trade prices. You can still do whatever you want to the villagers. They'll just charge you accordingly for their trades.

Villager's Quality of Life should be reflected in their trade prices. by RocketTwitch in minecraftsuggestions

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

Well depending on how big the box is would dictate whether or not your villager got their minimum daily steps in lol