Minecraft Fake render distances using LODs |
- Fake render distances using LODs
- The Deep Dungeon! A new dungeon structure for the new lowest parts of the upcoming 1.18 world!
- How to Make Good Advancements (and Achievements)
- Make Auto Jump default disabled
- You Have A Higher Chance To Be Struck By Lightning In A Plains Biome
- Hanging Cocoa Beans
- Abandoned Cave Outposts
- Axolotls need to be fed the item tropical fish not the bucket!
- Make new villager professions to match with 1.17 Part II
- Smelt the drops of animals when they die from a campfire
- Half Banner
- When placed on top of Amethyst Blocks, Note Blocks should play the amethyst twinkle noise
- New advancement tab - The overworld
- golden tools as heavy hitters
- Protection Altar
- bane of arthropods buff
- Shimmering beetles. A new source of loot in Mineshafts.
- Mountain miner advancement for 1.18
- Rooted farmland
- Oxidized Lightning Rods
- Shadow potion and shadow lichen
- Bucket of slime & magma cube
- Disable hunt cooldown on blue axolotls in 1.18
- A new mending system focusing on the anvil repair mechanics
Fake render distances using LODs Posted: 01 Jul 2021 06:24 AM PDT With new giant mountains coming up it might be a good idea for Mojang to try and implement LOD (Level of Detail)). It would turn down the details beyond the set render distance to a lower level, reducing rendering times and performance. (This post is mainly for Java, as Bedrock's performance is far better.) Click here for more information on how LOD works. This would not only tackle the performance issues that come with the new height settings, especially a custom world with 2048 height, but also make render distances like on Bedrock Edition possible. After all, if you can't even see the whole mountain, why even bother? As far as I can see the only difficulty for this would be the spyglass/OptiFine zoom, as zooming in on these 'fake' render distances reveals their low-poly estimated selves. This could be fixed by having zoomed-in area render the same as normal chunks. Of course this option can be disabled in the video settings for those whose PCs can't even handle 2 chunks properly. Thank you for reading and I hope you have a wonderful day. :) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Deep Dungeon! A new dungeon structure for the new lowest parts of the upcoming 1.18 world! Posted: 30 Jun 2021 09:47 PM PDT
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How to Make Good Advancements (and Achievements) Posted: 01 Jul 2021 12:50 PM PDT Note: This post will mostly focus on advancements, but most of this advice applies just as much to achievements. IndexIntroduction What's the Point of Advancements? Making a Good Post The DON'Ts of Advancement Posts Conclusion IntroductionI'm gonna be perfectly honest here. A lot of the advancement posts here... aren't great. Random advancements, pointless advancements, unoriginal advancements, and unfun advancements are common here on the subreddit. It's gotten to the point where the flair itself is often a sign of poor quality and low effort (especially among folks on the MCS Discord), and that's something that needs to change sooner rather than later. I'm here to give some tips on how to make advancement posts. I think I have a good idea of what makes for a good advancement, so I think I can aid in improving the quality of advancement posts. Don't treat what I say here like a rulebook that must be followed, but do keep these in mind when trying to come up with advancements and achievements. And with that, here we go! Purpose before Puns - What's the Point of Advancements?Remember when I said that you shouldn't anything I say here like a holy text? In bold and all? This might be an exception. The most important thing about an advancement is the purpose it serves. Too often, I advancement suggestions that are just kinda... there, not serving any gameplay function whatsoever and requiring you to perform seemingly random sequences of events. Those aren't good advancements. If all your advancement does is facilitate a pun, it's probably a bad advancement. To avoid situations like this, come up with the description and purpose of your advancement first. Once you've done that, then it's time for a fun name. With that in mind, let's go through the different purposes advancements can fulfill in gameplay. A good advancement will almost certainly do at least one of these things. Thinking about them in terms of these roles can help a lot in the evaluation process. Guiding the PlayerAdvancements can be a great way to guide the player through progression. Their tree-like nature helps provide the player with sequences of events that need to be completed. A lot of early-game advancements (especially in the Minecraft category) fall under this. Sequencing is important for advancements like these. If you want to go this route, you need to consider the advancement that comes before it. For example, the fact that Into Fire is placed after A Terrible Fortress tells you that blaze rods are found in Nether fortresses. Likewise, Enchanter's placement after Diamonds! tells you that obtaining diamonds are a precursor to enchanting. Examples include Stone Age, Acquire Hardware, Suit Up, We Need to Go Deeper, A Terrible Fortress, Take Aim, Eye Spy, and The City at the End of the Game. There are tons more, but I'm not going to list all of them. Teaching the PlayerAdvancements can help teach the player mechanics they wouldn't have figured out otherwise. Walking on powder snow, reflecting ghast fireballs, and collecting dragon's breath are all mechanics that would be hard for the player to figure out without looking at the wiki. Advancements can provide an alternate way of showing the player these cool things. You'll find these advancements pretty widespread throughout the different categories. While this is a valid way to use advancements, don't use advancements as an excuse to make your ideas unintuitive. You should always try to make your suggestions easy to infer from normal gameplay and not force players to rely on the wiki. However, advancements can work if this isn't possible or even in conjunction with it. Examples include Return to Sender, Subspace Bubble, Oh Shiny, Bee Our Guest, and Wax On. Challenging the PlayerAdvancements can challenge the player to perform a demonstration of skill or play in a different way. Most challenge advancements do this. They act as a mark of skill, knowledge, exploration, progression, and/or time investment. These can be a bit more outlandish; there are extreme cases like Arbalistic and How Did We Get Here?, but these should usually be avoided. It's important to make sure you're actually challenging the average player. Doing the same thing for a long time and praying to RNGsus aren't examples of challenge. First and foremost, these advancements should be fun to do should the player choose to attempt them. Examples include Cover Me in Debris, Beaconator, A Furious Cocktail, How Did We Get Here?, Two by Two, and Serious Dedication. Time to Write - Making a Good PostIf you decide to go ahead and make an advancement/achievement post, there are a few things you should include. Of course, you should include the name in the title of the post and the description in the body. That's basic stuff. But you can go a little further. Reasoning why your idea is good will boost the quality of your post. This applies to any suggestion, and it especially applies to posts about advancements and achievements. Explain the purpose it serves and why you want it added. If your post is for an advancement, you can indicate where it is on the tree stating its parent advancement, the advancement that comes before it. This bit of context can be important for advancements, so it's good to include it. Including the item used for the icon can also help. Ideally, you should be clear in the description, but many Vanilla advancements use their icons to hint at how to complete the advancement (e.g., Tactical Fishing, Zombie Doctor). What to Avoid - The DON'Ts of Advancement PostsNow that we've gone over what you should do, let's go over what you shouldn't do. As a reminder, this is just my advice. You aren't obliged to follow it exactly. However, do keep it in mind, and try to avoid what I'm about to list if possible. Don't make "do X N amount of times" advancements. Doing the same thing over and over again really isn't fun. There's never really a reason where just doing something once won't suffice. Also, it's on the Miscellaneous Removal Reasons list, so I can remove your post for it. Don't make "do all X" advancements. This is a bit of a tricky one. There are a lot of these in Vanilla Minecraft—Monsters Hunted, Adventuring Time, and Two by Two to name a few. However, it's not that all of these advancements are bad. They just tend to be unoriginal and low effort (though they don't have to be). Doing all of something, while it works, usually isn't all that interesting. If you do decide to do this, keep the scope reasonable, and make sure the activity is interesting. Collecting every block is stupid. Don't do that. Don't make advancements for things the player shouldn't be doing. Breaking tools, dying, almost dying, getting right up next to the warden and dancing, etc., shouldn't be rewarded. Advancements shouldn't misguide the player. Don't make redundant and overly specific advancements. You don't need an advancement for everything; just an advancement for that general action will do. For example, a single advancement for bone mealing a plant is better than five advancements for bone mealing different things. Or, to use an example where Vanilla falls short, one advancement for viewing mobs with a spyglass is better than three advancements for three specific ones. Remember, advancements shouldn't just exist for puns. Don't make advancements that are random and out of place. This mainly has to be kept in mind when making challenge-based advancements. What you're asking the player to do should be somewhat practical, such as an archery test or the use of a cool mechanic. This is usually a result of making an advancement solely for the pun, which is a reason why doing so should be avoided. Don't make overly extreme advancements. How Did We Get Here? is an oddity. You should not be aiming for that. Not that it's a bad advancement, but insane stuff like that is usually a sign of low effort and poor understanding of game balance. They can pop up in the game but not to the extent that you should be suggesting them. ConclusionNow, after reading this, there's a question that some of you may have. "There are advancements in Vanilla that don't follow this advice. Doesn't that make said advice wrong?" I'm aware that there are many advancements that break many of the advice I've given here. However, some of these aren't good advancements (e.g., Surge Protector, Whatever Floats Your Goat). Remember, something being in the game doesn't automatically make that something good. And, again, this advice doesn't need be followed exactly. Most of what I say here is very strong recommendation, not assertion of fact. Overall, I think following it will help you greatly improve your advancement posts. If you've decided to read this, thanks! I hope your ventures with r/minecraftsuggestions continue. Consider joining the MCS Discord to get some help with brainstorming. Leave your thoughts in the comments! Do you agree or disagree with this advice? Is there anything you would add or remove? I'd love to know! For now, I hope I've helped to make your posts a little bit better. Have fun suggesting! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Make Auto Jump default disabled Posted: 01 Jul 2021 10:06 AM PDT This is a very annoying thing in the game, which is that almost every time to play in an older version and then change back to a newer one the controls reset and almost always we forget to change it, also almost nobody uses it. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
You Have A Higher Chance To Be Struck By Lightning In A Plains Biome Posted: 01 Jul 2021 04:07 AM PDT Lightning Will Go Towards The Tallest Thing, And In Most Plains, That Is You [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Jul 2021 08:01 AM PDT
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Posted: 01 Jul 2021 04:07 PM PDT
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Axolotls need to be fed the item tropical fish not the bucket! Posted: 01 Jul 2021 02:01 PM PDT Axolotls don't even need to be fed live fish in real life and they eat earthworms instead. Having to fly away to a lukewarm ocean is just painful. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Make new villager professions to match with 1.17 Part II Posted: 01 Jul 2021 01:58 PM PDT These new villagers professions would be things like a geologist and a miner. These would go perfectly for the new update, the miner could sell ores and buy stone. While the geologist could buy quartz and sell telescopes and stone. Don't you think these would match perfectly with the new update? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Smelt the drops of animals when they die from a campfire Posted: 01 Jul 2021 06:51 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Jul 2021 07:42 AM PDT Banners are amazing but sometimes they are too big! Adding a banner in a crafting table will give you two half banners, with these half banners they can be customized like a regular banner but in a smaller area, this would be good if someone wanted to add detail to a build but not add huge banners. (Eg small red signs you find on road sides which indicate a one way road) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
When placed on top of Amethyst Blocks, Note Blocks should play the amethyst twinkle noise Posted: 30 Jun 2021 07:15 PM PDT Currently, at least on bedrock where I play, it makes the same noise as when on sandstone. Why shouldn't we be able to harness this new, very nice sound? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
New advancement tab - The overworld Posted: 01 Jul 2021 02:27 PM PDT This would be much more focused on the overworld's biomes, structures and underground (rather than interacting with items, or farming), with similar to the nether tab. Husbandry and Adventure are cluttered as is, and the game currently has no designated space for anything related to all the upcoming underground features, or the ocean features increased in 1.13. There are no advancements related to many overworld biomes, save for adventuring time [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Jul 2021 11:59 AM PDT gold is heavy, i think it would make sense if it attacked very slowly, but dealt a lot of damage, still not enough to 1-shot an un-armored player with sharp 5 axe + crit, but with strength this is fine maybe even make tools stronger than netherite (mining with golden tools is already faster), but attack maybe even 2x slower (so using it would be very hard) the durability is already very low unlike golden armor, which at least has some use and is stronger than leather [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Jul 2021 01:55 PM PDT This new block would allow you to protect builds and other things you want to keep safe. It would function almost like a Tool Cupboard from Rust. If you enter the radius and aren't authorized, depending on the level it is, different things will happen. It will have a system where you place a certain object into it and depending on the object it will be a different level. Iron Ingot: Level 1 Gold Ingot: Level 2 Diamond: Level 3 Netherite Ingot: Level 4 The resource put in would be consumed daily and requires a new one to be put in its place for the effect to continue. Level 1 would make all blocks within a 20 block radius of the altar take 100% longer to break. Level 2 would make all blocks within a 40 block radius of the altar take 100% longer to break. Level 3 would stop block placement and make all blocks within a 60 block radius of the altar take 100% longer to break. Level 4 would would stop block placement and make all blocks within a 100 block radius of the altar take 200% longer to break. The crafting recipe would be 3 obsidian in the top row, the middle row would be 2 iron blocks with an iron pickaxe in the center and the bottom row is any type of log. To remove the effects of it, a player (that isn't the owner of the block) simply has to right click the block to authorize themselves. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Jul 2021 12:32 PM PDT also known as one of the most useless enchants in the game. this enchant has an interesting feature: it gives slowness to spiders, silverfishes and endermites, however that effect is completely useless since you can already one-shot those mobs, that's a lot of wasted potential, ngl i have 3 ideas that could this enchant do:
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Shimmering beetles. A new source of loot in Mineshafts. Posted: 30 Jun 2021 10:30 PM PDT Looks and stats:It would be between the silverfish and cave spider in side, with a shiny shell that is tinted in the colour of any ore. You could find beetles tinted to every different ore colour! Shimmering Beetles would have 12HP and some armor points, and would usually move slow, but could dash away when threatened. It would be passive to the player, and maybe scared of skulk if it senses any of it nearby. Mechanics:So, the shimmering beetle would have 2 possible forms of reward. If you kill it, the shell bits could be smelted into one of the ore of the colour it's tinted in, or some form of turning the shell drops into ore. The other reward is part of it's behaviour. Whatever ore the shell is tinted too will attract it, and it can sense nearby ores and will try to dig to them, or will nest and get cozy if it finds an exposed one. You could then leash it and take it around the mineshaft or a nearby cave and hunt down ores. The range of the beetles would be more limited towards blocks that aren't exposed, so buried ones could be around 3 blocks detection, and exposed could be 10 or so. They would have different rarities:
This was based on a prompt from the Minecraft Suggestions discord! Hop over there and join the cool ideas club! You can often find me there working on ideas! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mountain miner advancement for 1.18 Posted: 01 Jul 2021 02:15 PM PDT Mountain miner: Mine emerald ore high up (above y=80) in a mountain biome Icon: emerald Parent: Isn't it iron pick? Serves to teach players about the abundant ore in mountains and give them a reason to go up there [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Jul 2021 04:26 PM PDT It would work like this: when a crop has overgrown the farmland under it in Rooted farmland; She even without having planted anything would grow the previously planted crop; this would save the villagers from enslavement😊 [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Jul 2021 02:12 PM PDT Title says all, but with all 4 stages and waxed variants. It would be nice for detailing and it looks strange when you build with copper and it doesn't oxidize. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shadow potion and shadow lichen Posted: 01 Jul 2021 11:08 AM PDT Shadow lichen grows on the deep slate walls of the deep dark. It has the skulk and warden kind of color pallets and lowers the light level of blocks around it. It's also pretty rare. You can harvest it and brew it into a shadow potion. The shadow potion is basicly the polar opposite of turtle master potion. It gives you invisibility, night vision, and insane speed, but poison that almost instantly knocks you down to half a heart. You can use it for a quick getaway, or for offensive pourposes to get sombody to half a heart instantly, or for traveling. Back to the lichen, you can plant and grow it but it's difficult. First, it grows rather slowly, it also can only grow in the deep dark, it also grows faster the lower the light level and since the lower the light level of nearby blocks, planting them in clusters is better. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Jul 2021 03:46 PM PDT To contain a slime in a bucket you need to have a normal bucket in hand and use it on a baby slime. Same with a magma cube, but instead with a lava bucket. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Disable hunt cooldown on blue axolotls in 1.18 Posted: 01 Jul 2021 10:52 AM PDT In 1.18 blue axolotls will no longer be able to spawn naturally, only available by breeding. Thus I suggest they also get their hunt cooldown removed, essentially allowing them to be used as guardian farmers. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A new mending system focusing on the anvil repair mechanics Posted: 01 Jul 2021 04:29 PM PDT This might not be the most popular idea, but I thought I'd share it and see what others think. I think that rather than mending repairing tools directly when XP is collected, it would be a bit more similar to how you'd repair stuff when you didn't have mending - repair it using the material of the tool, or with another tool. I've thought of a couple different ways that this could be done, each with an option to be used with multiple levels of Mending (I, II, III). When I say tools, I will usually be talking about tools/weapons/armour etc. 1. Removed "too expensive"Mending would remove the "too expensive" limit, allowing for infinite repairs. The cost would cap at 40 levels. Adding enchantments would still be able to show "too expensive", but just repairing wouldn't. I don't think there'd be a good way to add multiple tiers to this alone. 2. Decreased costWith this option, mending would reduce the total cost to repair in an anvil by 25%, as well as the features from option 1. The repair price would get capped at 30 levels. With different tiers: Mending I - Reduced cost by 10% Mending II - Reduced cost by 20% Mending III - Reduced cost by 25% 3. Increased repair amountBy default, repairing with an anvil repairs 25% using materials, or the combined amount when using two of the same tool. With mending, a 15% increase will be applied to both, with 40% using materials and durability + 15% when using extra tools, as well as the features from option 1. With different tiers: Mending I - 30% repair with materials and a 5% bonus with tools. Mending II - 35% repair with materials and a 10% bonus with tools. Mending III - 40% repair with materials and a 15% bonus with tools. 4. Less prior work penalty costsWith mending, this price increase after a repair would increase by 50% less each time. ex: The first repair could cost 5, then the next repair might normally cost 9 (increase of 4) but actually cost 8 (increase of 3). It would also have the features from option 1. With different tiers: Mending I - Cost to repair increases by 20% less than normal after repair Mending II - Cost to repair increases by 35% less than normal after repair. Mending III - Cost to repair increases by 50% less than normal after repair. If something like this were to happen, it would be a big change - so that's why I've provided many ways to how it could work. Additionally, these could be combined together, as just one of these probably wouldn't be liked by most of the community. I already specifically bundled option 1 with all the others, as the main reason for mending (I think) is to be able to repair your tools infinitely. I feel that the main repair system is underused by most players with mending, and just how mending works in general is a little boring. If you have any other ideas for how mending could work in a similar way to this, or want to share what you think the best combination of these options would be, let me know. If you've got questions about anything I said leave a reply and I'll try to clarify. [link] [comments] |
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