Minecraft

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
I remember people talking about how annoying the Trident Drowned were but I never actually experienced dealing with them since I rarely do anything ocean related.
Until recently. Jesus Christ these things are killing machines, nuked my boat from the Mariana trench even at full speed, raped my shield to death, and either they kept spawning near me or they just have insane range.
 
When they buffed those other two armor enchantments, imagine if they buffed Projectile Protection so that it had a hidden, ever-increasing chance to knock back. projectiles? Imagine if you could combine it with Thorns and create instant kill deflection armor?
impossibru.
faggots trying to be the new technoblade would bitch and moan until it would be reverted.
 
impossibru.
faggots trying to be the new technoblade would bitch and moan until it would be reverted.
These are the same types who cry about Thorns being "useless".

I sometimes wonder if Thorns hate is a psyop by Big PvP because fights would be at risk because they'd be quicker because either A) One person would be slightly better, but having Thorns make it worse on the loser. Or B) The armor breaks easier, meaning even quicker deaths.
 
2026-03-15_02.24.06.png2026-03-15_02.24.33.png2026-03-15_02.25.29.png2026-03-15_02.25.45.png2026-03-15_02.25.57.png2026-03-15_02.26.06.png2026-03-15_02.29.20.png
Target version/intent?
To be more specific @The Seaman, what version of Minecraft do you prefer (if any), what theme (magic, tech, guns, etc. any combination of them or others), Forge or Fabric (let me know if you want to know the difference)?
Or do you just want any recommendation regardless of anything I wrote, would recommend finding a preference first.
B) The armor breaks easier, meaning even quicker deaths.
Considering mending is essential and these kids, even without kits that give them, have stacks of enchanting potions for quick repairs, this doesn't mean much outside of controlled PVP environments.
 
Last edited:
The X pfp for Minecraft is perfectly emblematic of the now-decayed corpse that is the game.

1773583669772.png
 
The X pfp for Minecraft is perfectly emblematic of the now-decayed corpse that is the game.

View attachment 8704564
v1.22.1 changelog
- Creepers removed because the name reminded players too much of themselves.
- Zombies removed because it reminded players they’re mortal
- Skeletons removed because it reminded players of their skeletal structure that cannot change


I can sense it now
 
v1.22.1 changelog
- Creepers removed because the name reminded players too much of themselves.
- Zombies removed because it reminded players they’re mortal
- Skeletons removed because it reminded players of their skeletal structure that cannot change


I can sense it now
Missed the obvious "arachnophobia mode" gag.
 
The X pfp for Minecraft is perfectly emblematic of the now-decayed corpse that is the game.
Aside of "bringing bad void fog and bedrock particles" and "remove the pale garden from the overworld", what changes do you guys actually think is needed to fix the current state of minecraft?
 
Aside of "bringing bad void fog and bedrock particles" and "remove the pale garden from the overworld", what changes do you guys actually think is needed to fix the current state of minecraft?
  • Either return to, or complete overhaul of, the combat system.
  • Removal of, or added progression to, Netherite things.
  • Overhaul of difficulty in terms of progression and the night-time to produce feelings of old Minecraft i.e ominous, life-threatening. Not horror mod slop or blood moon-type stuff where its 900 mobs. I think it was the Infernal Mobs mod from back in the day that was interesting in adding variety to mobs, but not an all-solving issue. With that, removal of phantoms.
  • Wardens should either be nerfed so they're killable (it's not about difficulty, it's about annoyance) or actually make them real bosses.
  • Reduce spawnrate of structures back to pre-village update levels, no world should be getting 2-3 villages in a 500 block radius unless it's a 1/1000000 seed.
  • Make alternative forms of transportation other than elytra (happy ghasts kind of do this, but they're slow and annoying to control)
  • Update the structures like dungeons and temples to fit the biome/generation changes.
  • Loot tables should reflect more RPG-like elements (Roguelike Dungeons did this, it's just named items and stuff)
  • Add QoL features like built-in dynamic lights, connected textures, half-way slabs, etc.
  • Overhaul the end at this point, maybe making it like that End mod that Incendium guy made.
  • More pillager structures other than just towers, or remove pillagers from the game.
  • Remove hay bales from villages.
  • Reduce spawnrate of stupid structures like igloos or remove them from the game entirely.
Probably the biggest underlying issue is that there's no "overall theme" like Notch's Minecraft used to have, or at least, not one that is liked by the "old" player base as Mojang chases after women and Stardew Valley players (same thing ig).

Edit: I intentionally omitted any mention of texturing issues because they can do all this other stuff regardless of the direction they've gone with textures.
 
Last edited:
Aside of "bringing bad void fog and bedrock particles" and "remove the pale garden from the overworld", what changes do you guys actually think is needed to fix the current state of minecraft?
Remove all the retarded garbage since 1.8 and I’ll be sanguine.
 
Aside of "bringing bad void fog and bedrock particles" and "remove the pale garden from the overworld", what changes do you guys actually think is needed to fix the current state of minecraft?
Return to game direction being inspired by classic 1980s CRPGs and Roguelikes instead of whatever wholesome reddit chungus blob they are doing now. Heavily nerf elytra (like remove rocket boosting), heavily nerf or remove mending, heavily nerf villager trading, tone down all the new cave generation, either make the giant caves super super rare or remove them outright, undo the changes to ore distribution that makes diamonds extremely abundant, remove phantoms or completely overhaul how they function if they are going for you needing to be prepared, very controversial but remove sprint or completely rebalance how the mobs or sprint works, sprint broke the balance of mobs actually being a threat. Buff minecart rails heavily and expand on them, make building infrastructure the endgame.

Current Minecraft progression, under the lens of the games Notch is fond of, is essentially a simplistic CRPG like a barebones Ultima. You have a vast world, and you explore and find villages to trade with, need to enter the caves (the first 'dungeon') to get equipment in order to progress to the next 'dungeon' which is the nether fortresses to get a key item to progress to the next dungeon the stronghold, to enter space/the end which is the final dungeon and kill the boss. Expand on this, I'm sure you could do it without making it an RPG adventure mod. Maybe make villages more distinct and random, add towns too, maybe even castles/cities but thats probably pushing it for a game like Minecraft. I doubt anybody working on Minecraft now has played the games Notch was inspired by, or are even aware of the inspiration. There is a reason Notch keeps making roguelikes, and why his newest game is also a roguelike.

The original potion brewing was supposed to be randomized per world and you would have to figure out recipes, I would do things like this.
 
Aside of "bringing bad void fog and bedrock particles" and "remove the pale garden from the overworld", what changes do you guys actually think is needed to fix the current state of minecraft?
Revert to pre-1.7 content on 1.7 code. Add a toggle for pre-hunger behavior, maybe other Alpha content that was softened over time.
Yes, that really does mean 'Cull Microshit Entirely', i'd say revert further but i don't think you could backport a lot of the post-integrated stuff into pre-integrated code.
 
Revert to pre-1.7 content on 1.7 code. Add a toggle for pre-hunger behavior, maybe other Alpha content that was softened over time.
Yes, that really does mean 'Cull Microshit Entirely', i'd say revert further but i don't think you could backport a lot of the post-integrated stuff into pre-integrated code.
fuck you, honey is a good block even though they are a shitty slime block reskin although how they work like a vertical ice is really damn good, no need for soul sand water elevators no more.
bees are retarded though, fuck 'em, i mean minecraft bees, real bees are cool.
 
fuck you, honey is a good block even though they are a shitty slime block reskin although how they work like a vertical ice is really damn good, no need for soul sand water elevators no more.
I feel like there's a list of good ideas in microslop's minecraft that works just fine, but its all individual element stuck alongside the sludge that is the updates they come with, and/or their own implementation is half-assed at best.
Honey blocks are an example of this, but I would like to mention something like the golden dandeleon: The concept of being able to stop mobs from aging is something that fits the idea of a sandbox game, but they shouldn't just be one shitty crafting recipe away, like placing them as a rare spawn in the flower field biome, or potted inside a room in the woodland mansion or another new rare structure like an some kind of abandoned hut inspired by something like one of the devs childhoods of finding them in the woods.
The pale garden is the single worst addition troonjang has ever cooked, but I want to say that I quite like the new wood, moss and flower and while the creaker isn't a particularly innovative idea, its a fine addition to the game. The issue is everything else: placing the biome the overworld, alongside old oak forests is just horrid, being able to spawn your own creaking makes it a joke, while simulatenously the biome is awful to traverse at night and lacks of structures, removing any interest in actively exploring it. The absolute worst part is the resin: as a block, its simply disgustingly ugly, with its very existence being a crime against humanity.
 
Does anyone have recommendations for an up-to-date Cobblemon modpack geared towards singleplayer rather than multiplayer? Ideally looking for an exploration and building focus, I just wanna make a nice farm and collect the mons I like, maybe go out and find some cool structures and loot. I had fun with BCG+ Cobblemon, but I think it's not planned to be updated. I tried Mayview too, but it's still pretty barebones.
 
Back
Top Bottom