#instamine
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ohhh im so fucked
#i accidentally broke one of my good netherite picks and im SO SADDDD I WAS JUST ZONED OUT AND NOT PAYING ATTENTION WHILE I MINED#i at least have a second one but god it really doesnt take long to melt through when youre instamining#mumbling
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help me
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tbh I'd stripmine more often if it didn't put me to fucking sleep
like. I could have a great pick with instamine & everything & I'd still doze off bc I'm A: quite sleepy and B: a lot of what I do is more fast paced and mining is so relaxing I just fucking snzzzzz
#thorn post#this is actually part of why a lot of my mines are very regulated re: size#if i know how many blocks long my tunnels are. i can close my eyes and count#would not work with instamine though. sad! oh well i never bother setting up beacons anyway
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Pearl the Wild Canary
Jimmy may well end up reprising his usual canary role this season, but the evidence for my theory that Pearl has caught a touch of the curse is continuing to build up. We call Jimmy the canary because his death tends to herald the beginning of the endgame, but in real life history, canaries were used to suss out very specific dangers, not just "this is a dangerous place."
Every death Pearl has had so far in Wild Life has showcased a specific hidden danger inherent to the wildcard of the week. Not that she has been the first to die of the wildcard, but that she has died of something related to the wildcard that people otherwise wouldn't have known was dangerous.
Session One: Big/Small Wildcard. Pearl did not die of getting trapped or clipping or suffocating or anything like that. Her death revealed the hidden danger that players could no longer crouch on ledges.
Session Two: Food Randomization Wildcard: Pearl didn't starve to death or die of poison. Her death revealed the hidden danger that players who are hungry cannot block with shields.
Session Three: Snails Chase You Wildcard: Pearl didn't get snuck up on or dropped in on by her snail. Her death revealed the hidden danger that snails can instamine to hit players even through walls.
I don't know how long this trend is going to continue, or what it's going to mean for Pearl's longevity in the series. I was initially worried she might only last six sessions at most, but after this week I will be happy if the entire series manages to get to six sessions, so she might be just fine! Either way, Pearl's teammates and enemies alike would do well to keep an eye on her at the start of each session, because there's valuable info to be learned.
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id prefer if it wasnt like. a big change to mc. i wanna keep doing hardcore at the same difficulty i just want to have some option to make beacon mining possible
does anyone know a forge mod that makes deepslate instaminable. like adding more efficiency enchants or making netherite quicker
#ideal would be instamining deepslate only w a eff5 netherite pick+ haste 2#but the only mod i could find w that i couldnt for the life of me get to work
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Ok, so starting with Jimmy, my thoughts are mainly based on the animatic and less of Jimmy as a character. Essentially I view him as the person who tries to die in order to save the ones he cares about, and he does over and over again. (I view him as doing this in order to show the inevitability of death each season to try to get his allies to not be complacent in the games) But the part that I think is interesting that no one seems to talk about, is that he fails every time. In third life, his death caused Scott to die trying to avenge him, in Last Life, Martyn died trying to make a deal with a watcher to save him, Double Life doesn't work as well, but you could say that his death caused Tango to die of grief. Then in limited life, Jimmy dies in the exact way that Grian is going to die, but his warning is completely useless and Grian dies in the exact same ways anyways. (I headcanon that this made him finally realize that his deaths were meaningless and the "curse" ends). My thoughts on Pearl started later and kind of build off these thoughts with Jimmy (also kind of based on the posts bigb enthusiast and mapleejay made on nosy neighbors canary in a coal mine). Pearl in Limited Life and Secret Life is desperately trying to be the "canary", using her death in order to save her allies and let them win. In limited life she does this literally with BigB, repeatedly giving him her time. However, she fails as a canary, she outlives the coal miner. Then in Secret Life she has new allies and makes the same promise to them, that she will do anything to get them to win. But then again they all die before her. But then there's scar. Pearl desperately clings to the idea that Scar can be the one that she saves with her death, she makes him an honorary mounder, and then tries to sacrifice herself to him before the final fight but he refuses. Then they win the fight and are the only two left. (next part is mainly headcanony) So then Pearl is left here in the same position Scott was, able to finally sacrifice herself to let her ally win. But Scar doesn't give her time, he immediately betrays her, because he was never a mounder, that was just Pearl desperately needing someone to save. And so she is killed by Scar unable to save anyone
You and I have completely different interpretations of what a canary is (partially why I don't generally vibe with canary Jimmy), and also who Life!Jimmy is, but this is really cool!
For me, Jimmy isn't a canary because, and I'm not saying this to be mean but it's true, his deaths are kind of meaningless. Or maybe not meaningless, but they don't teach anyone anything other than people are going to start perma-dying. This may be a deep pull, but if you watch RPDR or Survivor, there's always a moment when the first person has gone home and someone says, like, "Well it's gotten real now" because even if you know someone has to go first, it's still a hard thing.
Jimmy isn't dying on purpose, and his deaths are ultimately meaningless once the actual blood bath starts and people start killing each other vs his deaths which are accidents or to mobs. Maybe crow is a better bird for him honestly, or raven. A bad omen. The tragedy of Life!Jimmy is that, well, he just keeps getting screwed over by small mistakes that kill him. Letting go of shift for a second or looking an enderman in the eye or not choosing the right path to avoid a warden. He's the universe's punching bag.
Pearl is very specifically a canary in Wild Life because her deaths are warnings. Don't shift near edges because the hit boxes are wonky and you'll fall, don't try to put a shield up because you'll eat your weapon, the snails can instamine blocks and leap over one block gaps. She's not dying on purpose, but her deaths are meaningful. She will be useful, in life or death. She must be. I don't really see Canary!Pearl for the other life series. Yes, she sacrifices herself to give BigB time, but if that's canary criteria, so are Skizz and Scott.
I also don't necessarily see what Scar did as a betrayal. There's two of them left, only one can win. Pearl expressed repeatedly that she didn't want to win, she wanted one of the other Mounders to win. By making Scar a last minute honorary Mounder, she has a duty to lose to him. Yes, she technically didn't sacrifice herself, but I don't think she was fighting to win. Someone who's fighting to win doesn't tell their opponent about the zombie behind them. They don't ignore the golden apple in their hot bar. Hell, she only even got one hit in on Gem because she wanted to step away and let Scar beat Gem himself.
#pearlescentmoon#solidaritygaming#goodtimeswithscar#wild life smp#secret life smp#life series#this is about the characters not the creators
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Cool idea: what if Chosen and Dark have some creative mode abilities but not others (e.g. they wouldn't have the ability to make items out of thin air, but they could instamine with a punch)
#animator vs animation#animation vs minecraft#this could also apply to second if second has their powers activated#pig's ramblings
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Also I’m 100% with Mumbo on the wool scaffolding thing, wool is the ONLY material to block out projects in. Even if you couldn’t instamine it I’d still use it because of the color variations alone.
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now that I can instamine stone - I think it'd be fun to build something with stone bricks!
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least favorite crystal is sapphire because i can and will just die to automatons 😔
ok so. so you get A TON of gemstone powder right? and you get to at least mole 60 and great explorer 15 and enough mining speed to instamine hard stone and then you-
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Whats the best way to mine for diamonds in minecraft?
This time last month I would've said "oh don't bother you can get diamond armour and tools from villagers" but now they're for duplicating armo(u)r trims so yeah. Anyways the fastest way I've found is just going through caves, there's so many exposed blocks and you move so quickly relative to tunnelling (most diamonds are in deepslate and you can't instamine it) that it generally gives way more of all ores in my experience (and same can be said for all the other ores too). And also also they have a higher spawn rate when no sides are exposed to air so underground aquifers spawn more so it's always worth exploring those. End goal if you're doing something like a server or a build of diamond blocks or something is a tunnel bore but that uses tnt duplication so might be cheating and would defs be banned on any server not running vanilla
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thinking about long-term building infrastructure in minecraft that's viable for my playstyle; thinking a lot about how real-world architecture takes a while to be built and the different environmental experiences that, say, being grateful for scaffolding providing cover on a rainy day or shade on a warm one can provide. what would beautiful or visually interesting in-progress builds look like? it should be truly functional for letting me resume building at a later date, since the point of this would be to essentially find a peace between letting things sit for a long time in a way that's pleasing and could be left unfinished indefinitely but also makes it easy to pick it back up.
irl scaffolding i'm most interested in functions best in contexts of denser builds, with pre-defined relationship to the non-building space. by which i mean, you got sidewalks & streets & alleys in there. the scaffolding then becomes another interesting feature of navigating & can visually break up an otherwise straight line of buildings. setting up (mc) scaffolding pillars a few blocks out from the building's face and then creating a small platform at different height levels - so that you could walk underneath it - is viable, but i don't like the idea of it for every build. and scaffolding itself gets noisy at large scales, so this would ideally be improved. (ought to consider instamineable blocks, tho most top-of-mind aren't immediately plausible for industry.)
more isolated builds, is there a default configuration of ladders & temp blocks I could create to a) have a consistent language of "building infrastructure" across my areas and b) make it easier to do things like build roofs, etc.? actually, besides roofs, what's prohibitive for me is i really like going back and texturing things to indicate age or decay or growth, and if i could build in a solid block color and easily traverse vertically without terribly blocking the sightlines i need to check if i like the changes, that would help so much.
in the real world, building has to follow a certain order but in mc, maybe i ought to be more systematic about alternatives? i do like building a single face and working that, before any insides have been done, because you can scaff one side and view the other. but i also like filling out one corner of a space and inhabiting builds before they're finished - that's why i'm thinking about this, how to make that livable.
maybe then i should be working out interesting ways of interior scaffolding, to build up building faces - and then could swap portions of the scaff for real rooms if i wanted, stairs when i'm ready for them, etc. and you could maybe do some interesting things imitating house shells, that way.
#i think the printer-style building in layers is fine and totally unobjectionable#but every time i try and commit to that. i don't. i like winging it a lot#but i also like having spaces feel lived in. so. what to do#mc meta#also one of my next goals is to try and design a roof with specific storm damage in relation to trees around it#little visual shorthands for people who know about shingle types
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mojang let us instamine logs please im begging
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break anathra like a block with the power of instamine netherite hoe
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Why the fuck isn't powdered snow instaminable? I'm actually going to murder something why can SNOW be instamined but NOT powdered SNOW!!!!
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Armour trimming- snapshot 23W04A
Some thoughts on the newest minecraft snapshot after the cut.
I consider myself relatively knowledgable about minecraft and have been uncommonly obsessed with it recently. As a result I am aware of a great many varied responses to most of the changes (did you hear that they've just made crouching actually shrink your hitbox in a bedrock beta!) and the most recent major feature is armour trimming. Generally, the response has been quite positive and I'm inclined to agree with this but reactions certainly haven't been pure awe or anything. Obviously this is good- the point of the snapshots is to develop features. I want to discuss some of the things I've heard said about the feature with a bit of my own perspective. First I will in passing condemn the idea that this is un-minecrafty; that phrase is nebulous nonsense mostly and the sort of sickly nostalgia I will not put up with.
Netherite is different now
To craft netherite armour, you will need a netherite upgrade smithing template, two of which are guaranteed in every bastion, as well as the current netherite ingot and diamond armour. This template can be cloned at the cost of seven diamonds and one netherrack but we will get to that a bit later.
This change is maybe the one that has recieved the most mixed opinions. Personally, I'm not altogether against it though I ought to admit that I'm planning to take advantage of the current system as much as I can.
What I like about this is that it makes the progression system a little bit more work, which I don't especially mind. It sucessfully achieves its objective of prolonging diamond gear as a tier without making netherite unreachable. Admittedly the different armours that we currently have are a flawed system to an extent but this flaw is so inherent to the design of minecraft its hardly changeable. But my opinion is, quite obviously, biased as I won't have nearly as much experience with this system because I like to keep a world as long as I can. So what do other people think?
One thing I've seen about is that netherite isn't really worth it. Outside of durability upgrades, knockback resistance and being unburnable, they are basically just diamond. This is true. However, I would suggest this as a point in favour of the system- it is a small benefit that becomes essentially optional. And those feature are nice, considering the aforementioned flaws of the armour system.
Small boosts to netherite have been suggested to which I readily assent. One propasal is instaming glass, or at least breaking it faster: this seems minor but an excellent feature all the same, ideal for netherite. Deepslate being instaminable with haste two would be nice but its existence was intended to prevent beacon mining. It would be nice but wouldn't happen. One that ought to come is instamining logs with haste two for java- this would simply be a parity fix and netherite would be better for it.
Customisable armour
This is the main draw of the update. There are eleven trims and ten material (essentially colours.) This means a fun experience and more personalised armour. Most of the troubles I have heard with this are trivial, though I would like to talk about one which is combining trims.
This is not a feature and I think it can't really coexist with the current system: it isn't designed for this and the cost (we'll talk probably lots about that later) of trimming armour evidences this. While this is a similarly viable system to the current implementation, I think based on how developed this feature is, it may well be rather a bit late to change this. Perhaps this is an unintended consequence of the new snapshot cycle where basically done features are just tweaked.
In truth, I think the reticence with showing new features is basically an over reactions to what are inarguably past mistakes. The birch forests in particular are an egrigious example of this. But this isn't a topic I have overly extensive thoughts on.
That the chief feature of this snapshot is good and has me already excited for the update is nice. It's possibly the biggest feature in this update's snapshots so far, which is just cool.
Trim colours
The items that can be used for armour trimming are iron, copper, gold, lapis, emerald, diamond, netherite, redstone, amethyst and quartz. They are numerous and therefore there is much to customise.
The colours are fun and purely cosmetic, allowing you to finally personalise your armour to be even more stylish. Already, this aspect of the feature is great.
Not everyone is happy with this, though. There is a tempestuous ripple of mild disagreement about the choice of items having no effects.
On one hand, there being no benefits to one type of trim over another is helpful as it prevents the confusion of aesthetics and functionality.
From the way I've put that it might be clear to you that I find myself disagreeing with this. Already there are reasons to wear armour for practical purposes, notably gold in the nether. Why then would bonuses for trims be any worse? While the current compromise is to prevent just using the best armour, it is in effect the same. I do, however, understand the basis of the idea.
Therefore, I shall with scant unique-ness propose benefits that are minute but not wholly negligible.
iron: you could go slightly faster in mine carts or perhaps the range at which you can pick up items be expanded slightly
copper: maybe make the spyglass slightly better or just make the player immune to lightning
gold: this one I will strip wholesale. Sometimes the obvious is the best and so gold should not anger piglins
lapis: another stolen one, things costing less levels in both the enchanting table and anvil
emerald: villager trades that being a bit cheaper, like a weaker verison of zombie villager curing seems like an easy suggestion
diamond: if it made treasure chests have better loot that would be good but it doesn't seem like it would be easy to implement. I'd quite like if it made obsidian a but faster to mine
netherite: taking less damage from fire would be a pleasant thing
redstone: since it makes potions last longer, a very small increase to all potion durations would be good
amethyst: even just the sound would be so nice as a little silly thing
quartz: slightly more xp feels platry but i swear this is harder than it looks
Such bonuses would be hard to balance as is clear in my incoherent ramblings. Would you need a whole set of armour or just one piece? I'd prefer the latter but then you'd have four effects at a time. Maybe they should stack per item? Or should it stay purely cosmetic?
There have also been a few more minor suggestions. Echo shards would doubltless be a fun extra trim colour and I'd love to see them add that. The enchantment glint being on the trim only or just more than the rest would be a nice style.
Smithing templates
Old structures, new items. All ten different trims (and the netherite upgrade template) can be found in pre-existing structures. Undeniably, this admittedly slight revitalisation of the old structures is good since it gives more incentives to explore structures.
The main issue is rarity. The templates are limited to structures, which makes some of them much rarer than others. I think this is mostly an issue of balancing, though, and so a negligible problem.
One point I have seen is that strongholds are only able to spawn in a certain radius around (0,0), which should definitely be amended if only to make these templates not technically finite.
The main thing here, however, is the cloning recipie. It utilises seven diamonds, which gives diamonds a good use (jukeboxes aside) that makes them purposeful in a way that they aren't always. This does restrict the feature to relatively late game but I mind that not.
The recipe is flawed in that with it you can theoretically use up all of your templates and then have to find them again. This isn't an extraordinary issue but it exists regardless.
A commonly proposed solution is giving the templates durability and letting them be repaired with diamonds. This simultaneously would lower the diamond cost, which I am not particularly concerned by but would make this more accessible before the late game. Further, this could balance the rarity with different durabilities. Mostly it would be a small nicitey.
A small note on datapacks
Being on bedrock this is of little significance to me unless there is an equivalent but I'm happy that you can make custom patterns.
-- P.S I'm very excited by all the new features, can't wait to see more of the sniffer and its plants.
With all due respect, memento fugaces
#i have been obsessed with minecraft recently#and i need to motivate myself to write smth- anything#so i guess i'm blogging about minecraft now#minecraft#armour trimming#this took way longer to write than expected
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