mike loeven
- corinanth
- corinanth
- Europe/Stockholm
- Yes
- No
i am going to post this as a bug since it is possible that the recipe was overlooked for balancing mechanics
((TLDR)) balance book / bookshelf crafting because due to issues with the recipe it takes roughly 1652 items plus excessive amounts of time to make a stack bookcases. below is a detailed description of the broken crafting mechanics and the severity of the issue.
I am starting this as a bug report rather than a suggestion in hopes that the game can get a little bit better in the unbalanced crafting department. as you all know jeb added leather as a required component in the book crafting recipe making an already resource intensive decoration block even more difficult to obtain. there are several critical blunders in the crafting recipe that result in a massive waste of input resources for a very small output.
before the changes, books cost 6 sugar cane. it takes 3 pieces of paper to yield 1 book and 3 books are required for a bookshelf. a bit wasteful but still doable due to the way sugar cane can be cultivated like a crop in large fields. additionally bookshelves cost 6 blocks of wood this is where it starts to break down in terms of materials required vs blocks created.
if anyone has looked at a bookshelf in real life one would notice they only use a few small pieces of wood and consist mostly of empty space. the sheer amount of wood required for the recipe is not just wasteful but we start to see a violation of the most basic concept in the laws of physics namely the law of conservation of mass and energy. where any item made must equal the sum total mass of it's component parts or return the extra mass as byproducts or at least convert the extra mass into energy. most recopies that rely on shaped crafting compensate you for excess materials by increasing the output. so now we have a difficult recipe where the materials required are in exponentially larger quantities than the physical size and quantity of the resulting bookcase.
here is where the issue comes in since sugar cane and wood are fairly easy to make and the wasteful recipe doesn't matter that much but it is time consuming to grow and cultivate the materials needed for the bookshelf. with the addition of leather to the book recipe, the recipe while not unrealistic becomes exceedingly hard to complete since it forces players to rely on a mob drop that unlike sheep which can be sheared cows must be slaughtered to collect it. while cows can be bread for easy leather collection the fact remains that cows don't always drop leather nor do they consistently drop any quantity of the item that would be a realistic quantity of hide from a animal that size. additionally this requires the slaughter of about 3 cows to one bookshelf on a good day combined with the breeding delay and amount of wheat required to breed.
so basically we have a recipe for a single blocks that requires the following
9 sugar cane
6 or more wheat to breed cows
3 pieces of leather requiring the slaughter of 3 separate cows on a good day up to 5 - 6 cows when drop rates are slow
this yields only 3 books BTW
now add to those 3 books another 6 planks and you have one whopper of a material list for just one single blocknow for a stack of bookcases the total material cost is around
6*64 or 384 planks around 96 logs which is a lot of trees.
the book requirement is 3*64 or 192 books which is 192 pieces of leather that would require probably around 200-250 cows and to breed 200 - 250 cows it requires days of work and 500 wheat. and
576 sugar cane.so in total a stack of shelves is
96 logs -384 planks
192 leather
250 cows
500 wheat
and 576 sugar canea total of 1652 items for net product of 64 single blocks
i am sorry but there is defiantly something wrong with this input output ratio and if the development team would revisit the issue they would see this.an average library can contain many stacks and honestly i would probably have to switch from integers to scientific notation to count the material requirements.
but in all i think switching back to paper back books while still an excessively wasteful recipe will be a lot more friendly to the environment and stop the genocide of cattle for the time being.
((TLDR)) Bellanca Recipe or increase yield. the current production of the book shelf is a severely broken crafting mechanic
i am going to post this as a bug since it is possible that the recipe was overlooked for balancing mechanics
((TLDR)) balance book / bookshelf crafting because due to issues with the recipe it takes roughly 1652 items plus excessive amounts of time to make a stack bookcases. below is a detailed description of the broken crafting mechanics and the severity of the issue.
I am starting this as a bug report rather than a suggestion in hopes that the game can get a little bit better in the unbalanced crafting department. as you all know jeb added leather as a required component in the book crafting recipe making an already resource intensive decoration block even more difficult to obtain. there are several critical blunders in the crafting recipe that result in a massive waste of input resources for a very small output.
before the changes, books cost 6 sugar cane. it takes 3 pieces of paper to yield 1 book and 3 books are required for a bookshelf. a bit wasteful but still doable due to the way sugar cane can be cultivated like a crop in large fields. additionally bookshelves cost 6 blocks of wood this is where it starts to break down in terms of materials required vs blocks created.
if anyone has looked at a bookshelf in real life one would notice they only use a few small pieces of wood and consist mostly of empty space. the sheer amount of wood required for the recipe is not just wasteful but we start to see a violation of the most basic concept in the laws of physics namely the law of conservation of mass and energy. where any item made must equal the sum total mass of it's component parts or return the extra mass as byproducts or at least convert the extra mass into energy. most recopies that rely on shaped crafting compensate you for excess materials by increasing the output. so now we have a difficult recipe where the materials required are in exponentially larger quantities than the physical size and quantity of the resulting bookcase.
here is where the issue comes in since sugar cane and wood are fairly easy to make and the wasteful recipe doesn't matter that much but it is time consuming to grow and cultivate the materials needed for the bookshelf. with the addition of leather to the book recipe, the recipe while not unrealistic becomes exceedingly hard to complete since it forces players to rely on a mob drop that unlike sheep which can be sheared cows must be slaughtered to collect it. while cows can be bread for easy leather collection the fact remains that cows don't always drop leather nor do they consistently drop any quantity of the item that would be a realistic quantity of hide from a animal that size. additionally this requires the slaughter of about 3 cows to one bookshelf on a good day combined with the breeding delay and amount of wheat required to breed.
so basically we have a recipe for a single blocks that requires the following
9 sugar cane
6 or more wheat to breed cows
3 pieces of leather requiring the slaughter of 3 separate cows on a good day up to 5 - 6 cows when drop rates are slow
this yields only 3 books BTW
now add to those 3 books another 6 planks and you have one whopper of a material list for just one single blocknow for a stack of bookcases the total material cost is around
6*64 or 384 planks around 96 logs which is a lot of trees.
the book requirement is 3*64 or 192 books which is 192 pieces of leather that would require probably around 200-250 cows and to breed 200 - 250 cows it requires days of work and 500 wheat. and
576 sugar cane.so in total a stack of shelves is
96 logs -384 planks
192 leather
250 cows
500 wheat
and 576 sugar canea total of 1652 items for net product of 64 single blocks
i am sorry but there is defiantly something wrong with this input output ratio and if the development team would revisit the issue they would see this.an average library can contain many stacks and honestly i would probably have to switch from integers to scientific notation to count the material requirements.
but in all i think switching back to paper back books while still an excessively wasteful recipe will be a lot more friendly to the environment and stop the genocide of cattle for the time being.
((TLDR)) B
ellancaRecipe or increase yield. the current production of the book shelf is a severely broken crafting mechanici am going to post this as a bug since it is possible that the recipe was overlooked for balancing mechanics
((TLDR)) balance book / bookshelf crafting because due to issues with the recipe it takes roughly 1652 items plus excessive amounts of time to make a stack bookcases. below is a detailed description of the broken crafting mechanics and the severity of the issue.
I am starting this as a bug report rather than a suggestion in hopes that the game can get a little bit better in the unbalanced crafting department. as you all know jeb added leather as a required component in the book crafting recipe making an already resource intensive decoration block even more difficult to obtain. there are several critical blunders in the crafting recipe that result in a massive waste of input resources for a very small output.
before the changes, books cost 6 sugar cane. it takes 3 pieces of paper to yield 1 book and 3 books are required for a bookshelf. a bit wasteful but still doable due to the way sugar cane can be cultivated like a crop in large fields. additionally bookshelves cost 6 blocks of wood this is where it starts to break down in terms of materials required vs blocks created.
if anyone has looked at a bookshelf in real life one would notice they only use a few small pieces of wood and consist mostly of empty space. the sheer amount of wood required for the recipe is not just wasteful but we start to see a violation of the most basic concept in the laws of physics namely the law of conservation of mass and energy. where any item made must equal the sum total mass of it's component parts or return the extra mass as byproducts or at least convert the extra mass into energy. most recopies that rely on shaped crafting compensate you for excess materials by increasing the output. so now we have a difficult recipe where the materials required are in exponentially larger quantities than the physical size and quantity of the resulting bookcase.
here is where the issue comes in since sugar cane and wood are fairly easy to make and the wasteful recipe doesn't matter that much but it is time consuming to grow and cultivate the materials needed for the bookshelf. with the addition of leather to the book recipe, the recipe while not unrealistic becomes exceedingly hard to complete since it forces players to rely on a mob drop that unlike sheep which can be sheared cows must be slaughtered to collect it. while cows can be bread for easy leather collection the fact remains that cows don't always drop leather nor do they consistently drop any quantity of the item that would be a realistic quantity of hide from a animal that size. additionally this requires the slaughter of about 3 cows to one bookshelf on a good day combined with the breeding delay and amount of wheat required to breed.
so basically we have a recipe for a single blocks that requires the following
9 sugar cane
6 or more wheat to breed cows
3 pieces of leather requiring the slaughter of 3 separate cows on a good day up to 5 - 6 cows when drop rates are slow
this yields only 3 books BTW
now add to those 3 books another 6 planks and you have one whopper of a material list for just one single blocknow for a stack of bookcases the total material cost is around
6*64 or 384 planks around 96 logs which is a lot of trees.
the book requirement is 3*64 or 192 books which is 192 pieces of leather that would require probably around 200-250 cows and to breed 200 - 250 cows it requires days of work and 500 wheat. and
576 sugar cane.so in total a stack of shelves is
96 logs -384 planks
192 leather
250 cows
500 wheat
and 576 sugar canea total of 1652 items for net product of 64 single blocks
i am sorry but there is defiantly something wrong with this input output ratio and if the development team would revisit the issue they would see this.an average library can contain many stacks and honestly i would probably have to switch from integers to scientific notation to count the material requirements.
but in all i think switching back to paper back books while still an excessively wasteful recipe will be a lot more friendly to the environment and stop the genocide of cattle for the time being.
((TLDR)) Balance Recipe or increase yield. the current production of the book shelf is a severely broken crafting mechanic
i am going to post this as a bug since it is possible that the recipe was overlooked for balancing mechanics
((TLDR)) balance book / bookshelf crafting because due to issues with the recipe it takes roughly 1652 items plus excessive amounts of time to make a stack bookcases. below is a detailed description of the broken crafting mechanics and the severity of the issue.
I am starting this as a bug report rather than a suggestion in hopes that the game can get a little bit better in the unbalanced crafting department. as you all know jeb added leather as a required component in the book crafting recipe making an already resource intensive decoration block even more difficult to obtain. there are several critical blunders in the crafting recipe that result in a massive waste of input resources for a very small output.
before the changes, books cost 6 sugar cane. it takes 3 pieces of paper to yield 1 book and 3 books are required for a bookshelf. a bit wasteful but still doable due to the way sugar cane can be cultivated like a crop in large fields. additionally bookshelves cost 6 blocks of wood this is where it starts to break down in terms of materials required vs blocks created.
if anyone has looked at a bookshelf in real life one would notice they only use a few small pieces of wood and consist mostly of empty space. the sheer amount of wood required for the recipe is not just wasteful but we start to see a violation of the most basic concept in the laws of physics namely the law of conservation of mass and energy. where any item made must equal the sum total mass of it's component parts or return the extra mass as byproducts or at least convert the extra mass into energy. most recopies that rely on shaped crafting compensate you for excess materials by increasing the output. so now we have a difficult recipe where the materials required are in exponentially larger quantities than the physical size and quantity of the resulting bookcase.
here is where the issue comes in since sugar cane and wood are fairly easy to make and the wasteful recipe doesn't matter that much but it is time consuming to grow and cultivate the materials needed for the bookshelf. with the addition of leather to the book recipe, the recipe while not unrealistic becomes exceedingly hard to complete since it forces players to rely on a mob drop that unlike sheep which can be sheared cows must be slaughtered to collect it. while cows can be bread for easy leather collection the fact remains that cows don't always drop leather nor do they consistently drop any quantity of the item that would be a realistic quantity of hide from a animal that size. additionally this requires the slaughter of about 3 cows to one bookshelf on a good day combined with the breeding delay and amount of wheat required to breed.
so basically we have a recipe for a single blocks that requires the following
9 sugar cane
6 or more wheat to breed cows
3 pieces of leather requiring the slaughter of 3 separate cows on a good day up to 5 - 6 cows when drop rates are slow
this yields only 3 books BTW
now add to those 3 books another 6 planks and you have one whopper of a material list for just one single blocknow for a stack of bookcases the total material cost is around
6*64 or 384 planks around 96 logs which is a lot of trees.
the book requirement is 3*64 or 192 books which is 192 pieces of leather that would require probably around 200-250 cows and to breed 200 - 250 cows it requires days of work and 500 wheat. and
576 sugar cane.so in total a stack of shelves is
96 logs -384 planks
192 leather
250 cows
500 wheat
and 576 sugar canea total of 1652 items for net product of 64 single blocks
i am sorry but there is defiantly something wrong with this input output ratio and if the development team would revisit the issue they would see this.an average library can contain many stacks and honestly i would probably have to switch from integers to scientific notation to count the material requirements.
but in all i think switching back to paper back books while still an excessively wasteful recipe will be a lot more friendly to the environment and stop the genocide of cattle for the time being.
((TLDR)) Balance Recipe or increase yield. the current production of the book shelf is a severely broken crafting mechanic
i would like this reopened
A while back ladders were changed so that players can not climb up ladders with every other rung missing. this patch is causing collision bugs with trapdoors preventing players from passing through a floor devider because the game sees a ladder gap instead of a trapdoor
.A while back ladders were changed so that players can not climb up ladders with every other rung missing. this patch is causing collision bugs with trapdoors preventing players from passing through a floor devider because the game sees a ladder gap instead of a trapdoor please fix trapdoor blocks to allow players to properly climb through them
A while back ladders were changed so that players can not climb up ladders with every other rung missing. this patch is causing collision bugs with trapdoors preventing players from passing through a floor d
evider because the game sees a ladder gap instead of a trapdoor please fix trapdoor blocks to allow players to properly climb through themA while back ladders were changed so that players can not climb up ladders with every other rung missing. this patch is causing collision bugs with trapdoors preventing players from passing through a floor divider because the game sees a ladder gap instead of a trapdoor please fix trapdoor blocks to allow players to properly climb through them
the anvil is supposed to use XP levels and small quantities of material to repair items both with and without enchantments. on some occasions the material cost can exceed the amount of materials required to initially craft the item. this would be acceptable if the xp cost was reduced however considering the significant xp cost for repairing a enchanted item. the repair should alwayscomplete to 100% using one material with the XP cost changing to compensate for the damage. anything else is a waste of material components and violation of natural lawsi encountered a bug today that i believe to be a flaw in how the anvil calculates repair costs. i had a pick fortune 1 eff 3 i am not sure exactly what the initial enchantment cost was but i believe it was between 25 - 30 levels plus the 3 diamonds for the head of the pick.
the cost to repair the damaged pick to full was 6 diamonds plus 30 xp levels far in excess of the initial cost of creation of the item. this cannot possible be intended and is a serious flaw in the repair system. material cost should NEVER EXCEED the cost to create the item and the XP cost for repair should be a percentage of the initial enchantment cost and NEVER UNDER ANY CIRCUMSTANCES EXCEED THIS
i encountered a bug today that i believe to be a flaw in how the anvil calculates repair costs. i had a pick fortune 1 eff 3 i am not sure exactly what the initial enchantment cost was but i believe it was between 25 - 30 levels plus the 3 diamonds for the head of the pick.
the cost to repair the damaged pick to full was 6 diamonds plus 30 xp levels far in excess of the initial cost of creation of the item. this cannot possible be intended and is a serious flaw in the repair system. material cost should NEVER EXCEED the cost to create the item and the XP cost for repair should be a percentage of the initial enchantment cost and NEVER UNDER ANY CIRCUMSTANCES EXCEED THIS
the development team needs to pick either material focus or XP level focus for repair because the current system requires excessive amounts of both XP and Materials doubling the already excessive cost of each
i encountered a bug today that i believe to be a flaw in how the anvil calculates repair costs. i had a pick fortune 1 eff 3 i am not sure exactly what the initial enchantment cost was but i believe it was between 25 - 30 levels plus the 3 diamonds for the head of the pick.
the cost to repair the damaged pick to full was 6 diamonds plus 30 xp levels far in excess of the initial cost of creation of the item. this cannot possible be intended and is a serious flaw in the repair system. material cost should NEVER EXCEED the cost to create the item and the XP cost for repair should be a percentage of the initial enchantment cost and NEVER UNDER ANY CIRCUMSTANCES EXCEED THIS
the development team needs to pick either material focus or XP level focus for repair because the current system requires excessive amounts of both XP and Materials
doubling the already excessive cost of eachi encountered a bug today that i believe to be a flaw in how the anvil calculates repair costs. i had a pick fortune 1 eff 3 i am not sure exactly what the initial enchantment cost was but i believe it was between 25 - 30 levels plus the 3 diamonds for the head of the pick.
the cost to repair the damaged pick to full was 6 diamonds plus 30 xp levels far in excess of the initial cost of creation of the item. this cannot possible be intended and is a serious flaw in the repair system. material cost should NEVER EXCEED the cost to create the item and the XP cost for repair should be a percentage of the initial enchantment cost and NEVER UNDER ANY CIRCUMSTANCES EXCEED THIS
the development team needs to pick either material focus or XP level focus for repair because the current system requires excessive amounts of both XP and Materials the current system doesn't work properly due to the excessive amount of both XP and Materials made far worse by the fact that these numbers can easily exceed initial crafting costs. in my opinion the new anvil mechanics were not properly tested or balanced prior to release and as a result are impractical and useless to the average player
clones
MC-2906
ghasts and pigmen spawning in well lit player buildstructuresghasts and pigmen spawning in well lit player built structures
i originally posted this as a drop rate bug but it has been confirmed that this is functioning properly so i am assuming the issue i am experiencing is wither skulls impacting the ground after the wither has dropped the star and destroying it. this item should be protected from time lag explosions caused by wither projectiles that were still in flight at the time the item was dropped.
/i originally posted this as a drop rate bug but it has been confirmed that this is functioning properly so i am assuming the issue i am experiencing is wither skulls impacting the ground after the wither has dropped the star and destroying it. this item should be protected from time lag explosions caused by wither projectiles that were still in flight at the time the item was dropped.
SEE
MC-4117i have confirmed the occasional disappearance of nether stars on a flat bedrock map with no area hazards other than the wither it;self
i originally posted this as a drop rate bug but it has been confirmed that this is functioning properly so i am assuming the issue i am experiencing is wither skulls impacting the ground after the wither has dropped the star and destroying it. this item should be protected from time lag explosions caused by wither projectiles that were still in flight at the time the item was dropped.
SEE
MC-4117i have confirmed the occasional disappearance of nether stars on a flat bedrock map with no area hazards other than the wither it;self
i originally posted this as a drop rate bug but it has been confirmed that this is functioning properly so i am assuming the issue i am experiencing is wither skulls impacting the ground after the wither has dropped the star and destroying it. this item should be protected from time lag explosions caused by wither projectiles that were still in flight at the time the item was dropped.
SEE
MC-3992i have confirmed the occasional disappearance of nether stars on a flat bedrock map with no area hazards other than the wither it;self
actually your wrong jiras handle all of the above and this works with the API and pocket edition sections just not the main release just because you dont use a feature doesent mean it doesent exist or that it is not supposed to be used
considering jira was designed to support the functionality of bug tracker and feature request reporting plus the fact that all the other minecraft projects accept feature requests i think this really needs to be handled in jira for convenience and to give users peace of mind that the dev team actually reads them people keep saying post on the forums but with the forums how often do you see a minecraft developer posting or responding to a forum post :??
it actually falls under balance issue which is almost as bad as a bug but the flagging system is broken atm
i guess the point i am trying to make is that bookshelves are used for building large scale libraries and need to be producible in sizable quantities
@cube the third
Please reopen this topic as it is quite clear that you are closing this out of a personal disagreement with the topic and not using proper judgement as a moderator
please reference https://mojang.atlassian.net/browse/MC-2302
where mod DO specifically states that balance issues if they are severe should be posted as bugs considering the amount of materials and time required for this recipe not only is it severe but may lead to repetitive strain disorders such as carpel tunnel syndrome. while it may "" work as intended "" it is still a balance issue that needs to be revisited by the dev team and not buried by a disgruntled mod
that may be intended but if you can justify 39 level for naming a weapon i would love to hear it
allowing a trapdoor to function as a ladder rung is an optimal solution
This doesent change the fact that as more people try to build nether bases this function becomes increasingly undesirable and needs to be changed to make these bases viable
and who and how are the moderation teams chosen and what do they use to base their decisions on. are they locking and rendering topics invalid for food logical reasons or are they being influenced by their personal opinions on topics. for example how many mechanics ""work as intended"" but at the same time are undesirable and detrimental to game play mechanics like these need to stop being blown off and ignored and the dev and mod team need to start listening to the myriad of non bug complaints that have been around since 1.5 and STILL haven't been redone or corrected to the satisfaction of the community.
but seriously the mod deems needs to be less trigger happy or allow reporters to reopen topics that may not have been satisfactorily resolved
actually this is a separate issue zombie pigs are meant to be high damage player killing mobs however they should not be able to stun lock a golem made of iron twice their size not to mention the golem takes no damage reduction and is killed easily which defeats the purpose of the creature as a guardian. additionally with a lack of a health gauge of some kind it is possible to know if my golems need a potion or not and many times they die of low health when they could have been healed.
these are incredible utility mobs and there needs to be a bit more attention paid to them so that they can actually do their intended job of fending off large groups of mobs.
if it is only players that can jump them i say mark it works as intended
this needs to be fixed and due to the serious damage to existing in game traps this should be upgraded to major or showstopper
@Mead Regardless of whether or not this is in the change log it is still a bug because it breaks things just like ladder changes and other game play changes there can be unintended side effects and it us the duty of the development team to weight the benefits and disadvantages of these changes and when issues arise from the changes THEY ARE BUGS and it is not yours or the mod teams place to close a topic that indicates problems caused by a mechanic change. please stop disregarding valid issues and shunting them to the forums as feature requests because it makes both the mod team and development team LOOK BAD as it seems like a TLDR we dont care statement
yes they listed it as fixed and there are no changes to any recipie
i can reproduce this bug on a flat bedrock sheet with no area hazards and no other mobs. perhaps the nether star needs explosion resistance to mitigate the fact that it drops near a wither