@jebox.bsky.social Can we have this as an alternative to creeper farms and for peaceful mode gunpowder?
Posts by Weeviltime
@jebox.bsky.social
People are freaking out over sulfur cube physics being changed from the 1st Bedrock Preview to Java. A good handful of interesting tech was discovered on Bedrock, like leaded boat travel and sticking to flat surfaces for monorails. Could this behavior become official in some way?
People are freaking TF out over sulfur cube physics being changed from the first Bedrock Preview to Java. A good handful of interesting tech was discovered that is now "patched out", like leaded boat travel and sticking to flat surfaces for monorails. Could this behavior be brought back in some way?
Sure, but most of those self-made goals fall in line with the 'explore, collect, build' gameplay loop Minecraft has. It's all mostly variations of the same thing, even redstone and minigames fall into this. Having more goals to do outside this loop makes things more interesting after a while.
@jebox.bsky.social
Perhaps to emphasize sulfur's volatility, cave lichen could become very rare due to toxins, while volcanic activity and redstone ore become very common instead?
So, I know Minecraft is fantasy, but I don't think the dangers of Sulfur should be as undersold as it is in the current beta. Toxic gasses are a part of sulfur's identity yes, but sulfur deposits can be incredibly deadly due to extreme heat and strong acids that form.
@jebox.bsky.social
@jebox.bsky.social
Since sulfur is acidic, shouldn't the water in sulfur caves be replaced with an acid liquid that damages you on contact?
@jebox.bsky.social
Minecraft really needs a more flexible update schedule if the team has been so swamped with work they've had to ignore obvious errors and ship them just to get the update out on time
@jebox.bsky.social
I think some more quality assurance would be good for the drops. Issues that got patched out weeks ago being readded, easy-fix errors being ignored in spite of being pointed out...
It really hurts to see the game being neglected like this, and for new features? Add and forget?
If it's UI based it wouldn't be something you fill in the slots of, rather new discoveries would appear akin to the recipe book so the player doesn't see a huge list to fill out but a blank page that slowly fills with information like a wiki
Perhaps
It could just be like the recipe book, but each category of discoverable things has its own. Brewing, enchanting, biomes, mobs, possibly structures and biomes if you want to go that far
That risks you losing all the information you've collected if it's tied to an item sadly. If you lost that book after filling it out it would be a huge upset
If it came down to it though, something like this could just be framed as a collection instead of a checklist. New discoveries appear from nothing instead of a black silhouette being filled or something, and it's presented as an information hub. An in-game wiki could be useful
Ehhhh I think this kind of reasoning is a negative for the game. It may be a sandbox, but you eventually run out of self-made goals, so having in-game goals and things to fill out (bosses, collectable lists, progression content) helps a playthrough's longevity and interest retention
If a player didn't want to fill it out, then they wouldn't, but having an in-game mob wiki would be really nice to have. More in-game goals are always nice since it gives us something to strive for while those who don't care can leave it alone
@jebox.bsky.social will this affect mojang
I wish it was clear what can and can't be fixed. I wish Drops weren't strictly scheduled so if something comes out needing changes there is enough time to edit it aha. Please though, it would help to directly collect opinions during a dev cycle so there's no guessing what the community wants edited
@jebox.bsky.social
I know its usually easy to just chalk things up to a "loud minority" but throughout the drops I have seen consistent opinions about various block and entity textures in different areas
A direct approach for feedback would settle a lot of grief, for the community and design team.
@jebox.bsky.social Could an official survey be drafted up for different redesign ideas for some of the baby mobs? The ones that are most contested online, like the sheep or equines, even just the eye designs on most of them.
Just a "pick your favorite" from three drafted options. Quick and direct
Wish that compass stayed in your inventory on death with it being linked to souls and whatnot, plus it'd give it more use
Igloos still have broken crawlspace generation even after years of bug reports. Could it be changed to a jigsaw structure so it finally gets fixed?
@slicedlime.bsky.social
Removing RNG from enchanting would be a big first step, but that means the entire system would have to be reworked.
Perhaps enchantments could work on an unlock and set recipe system? Once you find an enchantment, you unlock and and can make it whenever, but it would need a crafting like recipe
@jebox.bsky.social @jappa.bsky.social
Like this does not look good and is super noticable given how often you'll have to look at the enemy
This plus the baby armor is obviously modelled for the baby piglins but not for the baby zombies, so it looks incredibly oversized on them and weirdly brick-like
@jebox.bsky.social @jappa.bsky.social
New baby piglins are good, baby villagers and zombies are a bit of a miss. They now look even more disproportionate than they did, and still have the issue of adult heads on baby bodies. If it's too late to change the model, at least change their faces please
@jappa.bsky.social @jebox.bsky.social
@sarahboev.bsky.social
I do agree that the humanoids just having a shrunk down adult head looks very weird and is not in style with all the other babies. I understand if it's too late to change them but I hope it's considered for the future.
Here's an example of what could be done
@sarahboev.bsky.social
New baby feedback. Also please try and get the baby zombies to not have a beard
@jebox.bsky.social More Mob UV issues. Two of these have been repeatedly been marked "worked as intended" on the bug site in spite of them clearly being errors
I dunno, even if enchanting and a bunch of other stuff got reworked, it still feels weird to have a cap on repairing via exp. Perhaps instead repairing could become less effective over time instead of making it cost more, and never truly capping it, but making it inconvenient so you'd want to craft