A list of puns related to "Dripstone"
Just as the title says, It may not be the most practical but it definitely earns some cool points. I could totally get behind a large underground farm using these as decoration AND farmland hydration. Iβm sure there would be a few other sweet uses. Thoughts?
Exactly what it says, in the title. Any azalea bush that is placed on a moss/dirt/etc. block that is over dripstone should become a dead bush. Similar to how Mojang will add renewable clay in 1.19.
I am upsizing my previous automatic pointed dripstone farm, but I didn't have enough for the build so I decided to harvest from the 1000 or so I had placed. however, after 6 hours AFK, none had grown.
I tried lowering the light level of the water sources it was growing from on a patch, as well as covering down the sides. my previous farm works just fine but it completely underground.
does pointed dripstone not like growing on netherrack? is this just a weird ticking issue?
I thought it was a bit of a shame that drip stone always had to end in a point. I think builders could get very creative with any of the different endings.
So I propose a simple change: if you mine dripstone with a silk touch pickaxe, the drip stone that it is connected to will not change
These dripstone also will not do any damage to the player
Yes, I know it just came out, but pointed dripstone, despite having the cool effect of doubling fall damage, is useless in mob farms because of 2 reasons:
The only upcoming solution I see to this is the Allay, so hopefully it should get better, but apart from that, to increase the number of ways it can be used in farms, dripstone pointed up should be changed to a hitboxless block, with the damage being dealt at the bottom of it (slightly gruesome but better represents someone getting impaled)- this will help with both our problems as the first one can be solved by making the dripstone taller than 1 block(which makes it more hard for item collection right now)
I wasn't entirely sure what to flare this as, so if I've used the wrong flare, I apologise in advance.
I've been thinking about the idea of using different arrow tips for a while, using flint is all well and good, but have you ever tried to gather large amounts of flint? A 10% drop rate when mining Gravel just isn't good enough. Sure, there's villager trades and mob farms, but it takes time to get enough emaralds to trade for flint or arrows outright, and it can be a hassle finding a village with a fairly priced Fletcher (or a Fletcher at all). Then there's mob farms - they're hardly what I'd call early game.
I'd like to see more options for crafting arrows, such as: Amethyst, Dripstone and Prismarine Shards.
Arrows crafted with these items would be no different to arrows crafted using flint, however it would give players more options and more of a reason to explore and mine underground and in the oceans - more convenient ways of making arrows and a fun/more interesting way of obtaining the materials than just mining out large areas of Gravel.
If the ability to use different arrow heads isn't something that Mojang would be interested in implementing, then I'd at least ask them to consider changing how Gravel and Flint drops work and how a couple of Enchantments work on Shovels. Currently, as mentioned above, Flint is a rare 10% drop when mining Gravel, this is hardly convenient during early game, and yes, while Fortune does improve this, enchantments are both random and difficult to obtain, especially high level enchantments - they require 30 Experience Levels. Fortune 1 only bumps the chance up to 14%, Fortune 2 to 25%, and Fortune 3 to 100% (quite a jump).
I'd suggest that base flint drops should be increased to 25% at minimum. And Fortune 1 and Fortune 2 should be vastly improved. Fortune 1 Flint drops should be increased to 50%, Fortune 2 Flint drops should increased to 75%. Fortune 3 stays the same (100% Flint drop rate).
And for those that just want Gravel, Efficiency would decrease the Flint drop chance percentage by 5% per level (if base Flint drop are 25% as suggested above, then Efficiency 1 would have a 20% Flint Drop rate, Efficiency 2 would be 15%, Efficiency 3 would be 10%, Efficiency 4 would be 5% and Efficiency 5 would have a 0% chance of dropping Flint).
I'm tired of arbitrary Villager pricing and I'm tired of mining massive Gravel deserts with poor Flint drop rates. It's time things changed.
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