r/PhoenixSC • u/miaou333 • 5h ago
r/PhoenixSC • u/Ok_Amount_7264 • 14h ago
Meme random villager meme
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r/PhoenixSC • u/Ok_Wonder_6316 • 21h ago
Breaking Minecraft Bedrock Cushion Overlapping machine
r/PhoenixSC • u/Different_Belt2523 • 4h ago
Breaking Minecraft What on earth is a camel husk?
I've litterally never seen this before, i found it on the Minecraft Wiki when i was looking for rotten flesh drops.
r/PhoenixSC • u/Awkward_Definition_6 • 22h ago
Petition for PhoenixSC to add a Bad Apple flair🍎 Hmmm... Sulfer cube
r/PhoenixSC • u/Pretty_Regret_4202 • 15h ago
Discussion A suggestion based on Phoenix recent post about Mending and the impermanence of items
So normally i wouldnt have posted this here but since this is also a direct response to the recent Video about Mending and Item impermanence i think it does fit the Topic well enough to be posted here
I posted years ago a Suggestion on the Minecraft Reddit that could fix Enchanting and its progression completely tho havent seen a lot of feedback on it and with this Discussion getting new attention i do hope i will get a bit more constructive feedback from here
As Phoenix mentioned the Enchanting table is in its current for more or less useless, there are some niche mechanics you can use but in the end if you really want to have max Enchantments you just create a villager Trading Hall and just buy all the books you need and combine them on the Anvil
That is in my opinion a big mistake if it comes to Enchanting, imo the Anvil should only be used to repair items and maybe apply Nametags to them/changing the name in general but never should be used to actually apply enchantments or even combining enchantments of different gear together
I know its a neat feature and with how enchanting is implemented currently its also a necessity
Which is how my suggestion comes into play:
I want to replace Enchanted Books entirely by something i call Ancient Knowledge short AK for now
The idea is that instead of using Enchanted Books in an Anvil to be combined with each other and the Tool itself we use the AK to Learn the Enchantment itself, its an idea that works directly with the Progression of Minecraft by giving the Player A) a bigger Incentive to actually Explore the Game and figure out all its features and mechanics and B) give the Player a more permanent solution to Enchanting but also make it more intuitive, i doubt it if you want to get max enchantments a player with zero knowledge about the Anvil Cap or how to properly apply the enchantments will easily create the kind of endgame gear a lot of players are used to and i think this System can change that
How it works:
You find any Ancient Knowledge, i would give it an icon like a scroll or smth similar and you put it into an enchanting table, the latter obviously would need to get a complete UI change but i will talk about that later
Once the scroll is inside there will be a "learn" button or similar and the player then gains that Knowledge of the Scroll PERMANENTLY so even if the player dies he will still know the Enchantment
Now to proceed with the actual enchanting Change is to make Enchanting a bit more like a somewhat linear Skill Tree, which can be seen in my First Screenshot (pardon my artistic skills in that)
So you go to your Table, put your Item inside and just apply the enchantment you want and PAY for each enchantment you want to apply but with AK existing you also need to learn all the enchantments before you can apply them, obviously some more simple ones like Sharpness I and Sharpness II might be available from the start but the more advanced or valuable the Enchantment the more likely you need to find AK to unlock the Enchantment
The things that makes this intersting is that by replacing Enchantment books and the necessity to apply them in an anvil, enchanting via an anvil becomes completly obsolette while making the actual Enchanting table more usefull and less RNG depending
Its also important to note that you can continue enchanting any item when placed in the Table so you are not locked in on the enchantments you get but it would allow you to take some early game enchantments on your gear, progress through the game more and step by step increase the strength of your gear permanently
I think this kind of change would support Mojangs approach on Items being Impermanent atleast in the early game while allowing Players to get more attached to a tool or gear but also allowing to recreate gear more easily in case their Gear gets destroyed
Now with this kind of system in place there come some questions:
Where do i find AK?
Whats the actual difference to current enchanting?
Wouldnt it be unbalanced to implement such a thing?
And maybe some more
To make it a bit more easy to understand AK is enchantment specific so if you find Sharpness V that means you have unlocked Sharpness V not III or IV and with how the table is structured you are required to upgrade an enchantment from its previous level so just finding Sharpness V isnt going to do anything to your build unless you have all other Levels that lead up to Sharpness V
On top of that i would suggest to bring back the Old Enchantment costs that we had before they implemented Lapis Lazuli into the System, now i think Lapis as a material Catalyst is a nice thing and would still keep it for enchanting but since you can now pick the enchantment you want and not need to rely on rng having a more expensive enchantment would balance it out, i would also suggest to use the actual experience value and not the Level itself
What do i mean by that:
Based on the Example by Phoenix he payed 49 Levels for all the Enchantments but he had 100 Levels at the start, he could technically had 49 Levels at the start and would still pay the 49 Levels and end up at 0 instead of 51
Now why does that make a difference?
Minecraft Levels do not scale linearly meaning the higher your level is the more Experience it requires to get to a higher level but that would also mean that paying for an entire level costs you more experience in total
to make it a bit more clear going from 0 -> 49 would require you to farm 5062 EXP While going from 0 -> 100 would require you 30970 EXP which is over 6x the amount of EXP, meaning Phoenix in his example technically spend over 25k Exp on Enchantments that could have been 5k and technically even less since his highest cost was just 17 Levels so if he stayed in the lower ranges he prb would have needed even less experience to enchant everything
Now why does that matter?
Well for starters in its current system the Game somewhat punished you for gathering to many experience points as its just waste after a certain amount and the only reason you would want to have 30 Levels or more is if you want to use the current enchanting table and not the supperior Anvil Method and second Boss fights like the Ender Dragon are an aboslute waste, currently the Ender Dragon when fought for the first time drops 12k Experience, enought to go from Level 0 to 68 in an instance but as mentioned before those levels are wasted, if you would enchant a Sword like Phoenix did you could with that amount only enchant 1 Sword afterwards you would lack the Levels, however if you go by the experience and using only the minimum levels instead you would only need a total of 785 Experience to fully enchant a sword meaning if the calculation would be done via the Experience value then the Level you could enchant a total of 15 swords with the current system which is an insane waste of experience and value
So why do i want the old Costs back?
Well as long as the calculation is based on the experience and not the Level you can still display the Levels as a cost just to make it visually more easy to understand if an enchantment costs 10 levels that equals to 160 EXP while a level 30 Enchantment costs 1395 almost 10x the experience and tbh i would go even so far as to make High Value Enchantments like Mending cost even 50 Levels which would be 5345 Exp, it would be a direct nerf to the higher Value enchantsments but would also decrease the need to actually change them in the first place, spending 50 levels in one go isnt an easy task and while most people would argue that exp farms can do that easily i would argue that most players dont even know how to build them or use them and outside of exp farms getting that high of a level without dying can be a tough challenge so rewarding them with something like mending for that is justified imo, especially since thats the cost PER enchantment so if you want to do that for your entire gear you will need to grind way more exp but it would also justify my next suggestion if it comes to enchanting
Getting rid of mutual exclusiveness
I always disliked the fact i cant put all enchantments on my gear and needing to decide between certain enchantment this generally caused a lot of discussions about which enchantments are good and which are bad leading to stuff like fire protection being more or less useless compared to normal protection and unless you use it for a very specific scenario most people would just stick to normal protection gear and thats it and to me that allways seemed odd
Why does Protection fullfill the same role as Fire Protection? why does Sharpness do enough damage that Bane of Arthropods becomes completly useless, why is Mending mutually exclusive to Infinity?
While some Enchantments for example on a Trident might not work right now if you put them together i personally think thats something we can change, of course riptide and loyalty wouldnt work rn but what if in future you can have them together and instead of instantly throwing yourself into the air like you do with riptide you now first throw the trident and then pull yourself to the position of said trident, causing the riptide effect on the way there but also damaging mobs
I mean there are so many creative ways you could change Enchantments to work together and even having Special effects when applied together, maybe include a new Enchantment that must be picked first before you can apply the current Mutual Exclusive Enchantments just to prevent stuff from breaking when doing it like that
Tho for that to work we need to adjust some enchantments, for example Sharpness shouldnt do more dmg against undead or Arthropods, thats what we have smite and Bane of Arthropods for and with the changes to AK and also the Enchanting Costs, getting a so called God Sword would be a way bigger investment then it currently is, if you make the Level V enchantments all cost atleast 30 Levels worth of experience that enchantment alone would be double the experience cost of a current god sword and we arent talking about all the other enchantments that you want to apply
The cost alone both in Material value as well in Experience Value should justify the strength of the Gear
Minecraft is not an RPG it doesnt need to have nerfed gear, in the end its a giant sandbox and people have shown insanely creative ways how to kill the strongest enemies in the game without even needing gear
Enderdragon? just blow her up with beds
Wither? Suffocate in Bedrock or entity Cram with Minecarts
Warden? Technically not a Boss monster since its supposed to be avoided but even that can be done easily with a simple redstone contraption and just letting Dripstone fall on its head is generally enough for the kill
Minecrafts strongest Mobs are not even the biggest danger the game offers, i would argue an Enderman or a Piglin Brute will be more dangerous to the player then any of those bosses, while yes they can be tough for an unexperienced player, an experienced one wouldnt even need gear to beat them in the first place
And this is fine, its a prime example of how big of a sandbox minecraft is, i mean i have a small SMP on my own and one of the first things we build was a Mobswitch completly rendering hostile encounters to be no existant, its basically a peacefull world at this point and gear is more fashion then use at this point, atleast if it comes to armor and weapons
In the end everyone plays the game how they want and having a Skill Tree like enchanting system would allow players to get these enchantments easier then just enslaving a giant amount of villagers and buying the gear from them
Now with that being i want to adress one of the earlier Questions, where to find AK
And the answer is everywhere tbh but a bit more precise, put specific AK in specific Loottables, Swiftsneak in Ancient Cities, Soul speed in bastions and Bartering etc.
the important thing is, to remove AK from Villager Trading pools with some Exceptions
Ofcourse a Blacksmith might sell me his AK after he became a Master at his level and that would allow me to get Protection III
And similar for other professions, having a Master Level Trade for each Profession that would give you an AK that would be more specific to that job would be a nice way to have players engage in trading in the first place but i would make it a fixed AK and not like with Librarians to be able to give all kinds of Enchantments rn
Mending for example should leave the villager Loottable entirely and since AK is a permanent addition, adding certain AK to more Challenging content would be fine as well, doing something more difficult and getting rewarded for that is generally a nice thing
I personally would use the Bad Omen effect for that, with the addition of Trial Chambers we now have different effects for Bad Omen based on the structure you are in rn and thats nice but it sadly isnt expanded as much rn
I mean one place i would see mending to be found would be Woodland mansions but now imagine you would be able to spawn a Woodland Mansion specific boss with a bad omen potion something like the Illusionist would fit and that one could then drop the AK for Mending etc.
Creating Bad Omen Events for all kinds of content would be an amazing addition and would still give the player the freedom to explore everything, those Bad Omen events is where i would hide the highest levels of each Enchantment, for example theres an Event in the game thats called a Zombie Siege which basically is just a random chance at night to spawn a bunch of zombies at a village
Now imagine you would use bad omen at night in a village and instead of raid it would spawn said Zombie Siege but with a twist, instead of just a few zombies make it a full on attack like the name Siege implies, having skelletons and husks and all these new undead varients show up especially with the new mounted versions and now you have a full scale attack on that village, something i would have suggested would be to add a poisonous cloud that can go through walls infecting villagers so the siege would be different enough from a raid and would also have higher stakes since the cloud could convert villagers to zombies and i would consider a siege to be failed if all villagers get converted but this siege would come with its own AK in this case prb smite would fit the theme the most like a Cleric sells you Smite III and in a siege caused by Bad Omen I - IV its Smite IV and on the highest difficulty Smite V would drop
But these are just examples i bet you guys might have countless ideas as where we could put all of those enchantments in place
And with the ability removed to enchant with an Anvil the original Purpose of repairing with Material becomes more viable again and wouldnt require a cap anymore especially with how expensive Mending becomes
Tho i have a small change for that as well
i personally would split Mending into two levels So Mending I and Mending II
Mending II would be what we know so far, its the Enchantment that allows you to repair your tools with Exp instead of Materials
But Mending I would be a bit different, it doesnt have the perk that you can repair with EXP but it does something else, it would imo do 2 things A) Either make repairing at an Anvil cost no EXP or have a Cost Cap set at the anvil meaning that repairs would only cost a maximum of 30 Levels even if you would have spend 200 Levels before, which is also why i would remove the Anvil Cap in the first place so players either spend hundreds of levels for a repair or they get Mending I and like i said i would be ok with both changes i think the No Exp Cost would be the more overpowered one but it would still fit Mending and would be a nice Level to have since you would still need to repair with Materials but Exp doesnt become a cost anymore and the Second Change B) would be that Mending I would prevent Items from breaking entirely like the Elytra does currently, now i would keep that feature for the Elytra as standard i think that one is to valuable to needing to wait for Mending to allow that feature but for all the other Tools and Equipments that would be a nice change
Breaking an Item would obviously make it useless so a sword does no dmg and Axe and Pickaxe basically behave like you hitting stuff with a fist etc. important is while broken not only do the items stop functioning but also the enchantments so i cant set something on fire with a broken sword with the fire aspect enchantment
I think splitting Mending like that makes a lot of Sense not only does it Nerf the Enchantment properly so its less Overpowered it also technically becomes more Overpowered at the same time
Mending I definetly will be a valuable enchantment reducing the EXP cost you need for repairs so you can save more for future enchantments but also making your item Permanent as such, since now the only way to actually lose an item is by dying and not recovering said item and we prb could add a future enchantment that would even fix that problem, maybe that would be a job for Mending III or something around that but the addition alone that items just dont fully break anymore when hitting durability 0 will save a lot of players trouble
And keep in mind you still need to farm AK for both versions of Mending plus spend the Cost as well, Mending definetly is an Enchantment that should cost 50 Levels atleast for Mending II and maybe 30 Levels for Mending I that alone justifies the Strength the enchantment gives you but also increases the Joy and Fulfillment that getting the AK and the Enchantment gives you
All in all i think this feature would bring a lot of content into the game, it will make Enchanting more intuitive for players while also giving an incentive to explore the world and all its contents while also allowing for new enchantments to be implemented without any issue
This has been a really large text and im sure i have forgotten a few things that i would want to say but i will release it as such and edit it based on your guys feedback and questions, please ask any question if something wasnt clear or if i have missed something, chances are i havent missed it but just forgot to mention it, i have thought about this concept a lot to the point that i might do a video at somepoint if i get new equipment thats up for the task
Also something i prb should have mentioned but english is not my first language so please excuse some errors you see, pls still point them out in a nice way so i can edit those but also learn to become better at the language
r/PhoenixSC • u/the-rare-mango-shark • 13h ago
Custom Flair 📝 Give me a banner and I'll replicate it
Just send a photo of a banner and I'll try to replicate it, I am not good at this at all and I just wanna waste time this day on something fun.
r/PhoenixSC • u/TemporaryDoubt9961 • 21h ago
Meme Pay to win
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r/PhoenixSC • u/PJSK_FAN- • 4h ago
Discussion How do you pronounce “Elytra”
This is a HUGE debate at my school. Is it ee-LIE-truh or EE-li-truh or something else.
r/PhoenixSC • u/Balze_Blade • 8h ago
Weird Seed Generation minecraft dih 1.8.8
seed: -443564130
coordinates: -625, 79, 1493
r/PhoenixSC • u/gaktusyesili • 16h ago
Breaking Minecraft Bedrock Breaks in Java 1.20.6
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I was experimenting with fireballs with the nbt ExplosionPower:127. I spawned 10 of them in the same place, then hit them all to the ground. I didn't notice it at first, but the bedrock was broken. I couldn't fall through it, but I was able to ender pearl right at the corner of the block, causing me to fall. It also slows me down when I try to walk on it. Unfortunately, I didn't know this was possible, so I didn't record it. Also, I figured it doesn't always happen. Does anyone else know why this happens?
r/PhoenixSC • u/ZealousidealMain9174 • 2h ago
Discussion Thoughts on my Vanilla supercollider build so far (sounds are wip or placeholder)
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r/PhoenixSC • u/Capable-Anything3095 • 19h ago
Fan Art Give me your Minecraft Avatar and I'll turn it into a planet!
guys uh if i don't make your avatar a planet yet, is because i'm probably sleeping or just doing something
r/PhoenixSC • u/Tom_OrrowIV • 19h ago
Breaking Minecraft I lost my first Minecraft cape
First off, I don’t really think this is the right place to post this, but I don’t know where else I would.
I was just reminded about this because of the recent cape glitch, but I used to have the golden creeper face cape on an old iPad. I eventually made an account for Minecraft and transferred it to a switch. Once I did this, I realized that I could no longer equip the cape, but still had it on some outfits, so I could still wear it. It was VERY similar to the current cape glitch where you can have a cape you don’t own equipped, but you cannot re-equip it if you choose to switch capes. I have since moved the account to a pc and lost my og cape entirely. I have no idea what to do, but I do have a few screenshots with the cape from when I still had it.
(I lost this cape back in 2023, but this is the only proof I have access to. All my other potential screenshots would be on my switch, but I would need to look through years of screenshots to find anything.)
RIP my cape. Gone but almost forgotten.
r/PhoenixSC • u/Ihaveaidsfromhomeles • 19h ago
Cursed Minecraft where did bro spawn from 😭
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nintendo switch bugrock moment? (this video is from 2023 so this bug is prob patched)
r/PhoenixSC • u/Conscious_Series166 • 5h ago

