#instamine
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munch-mumbles · 5 months ago
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ohhh im so fucked
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girls4etho · 1 year ago
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help me
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static-void · 2 years ago
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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
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cattimeswithjellie · 3 days ago
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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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dykesymmetry · 2 years ago
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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
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pigpen06 · 3 months ago
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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)
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delphiniumarchangelmoon · 3 months ago
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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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strawberry-seal77 · 8 months ago
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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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risingsunresistance · 2 years ago
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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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intolunarorbit · 1 year ago
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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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bellshazes · 1 year ago
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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.
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spiderh0rse · 23 days ago
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break anathra like a block with the power of instamine netherite hoe
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thebleedingeffect · 2 years ago
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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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memento-fugaces · 2 years ago
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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
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gpedia · 2 years ago
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Hey, I'm a minecraft old! I can give my own ornery geriatric reminiscing post!
I am old enough that ✨Jungles✨ were the hip new thing when I started playing. I remember watching the videos on TangoTek's new iron farm that layered villages onto the same chunks and had to be built over world spawn, and being so awed.
Desert temples were the only structure with anything resembling good loot, and villages were near useless for casual play outside of the one chest in the blacksmiths. Villagers didn't have set occupations and you just had to collect them like trading cards hoping for good trades. No way to get discounts either. Jungle temples were always bad, sure, but they've been greatly overshadowed by newer structures. They weren't the worst when they came out, desert wells exist.
Deserts were so vast and so lifeless (no desert villages either) that if you happened to spawn in the middle of one, sometimes it was actually faster to just roll the worldgen dice again instead of trying to find your way out to wood.
Boats would break if you ran into the bank too fast, and they would break into two sticks and a plank. Not only was this really annoying because you couldn't remake the boat, you also lost wood from this.
The End was just a floating island in a near endless sea of cold lonely void, ending only when you went out so far the chunks corrupted. The dragon didn't quietly come down to roost at a pregenerated portal home, it just charged straight at you and knocked you off the island. Wherever it died, it would simply drop a portal right there. Did your dragon die on top of one of the pillars? Well, shit luck, your portal is now all the way up there. Hope you brought your pick!
Beacons didn't exist yet, and there was no way to instamine stone. I remember digging out entire chunks down to bedrock over weeks of gameplay, enjoying every single broken block. You'd find maybe 2 diamonds in that entire mass of stone if you were lucky, and you'd have to just wait for the next one to get your end-game pick.
PvP was just a chaotic mess of spam-clicks, broken away to take hurried munches of steak that would heal you up so fast as you ate. Golden apples were actually worse than steak because you didn't get as much hunger back from them. PvE was just terrifying, sobbing as you flailed into the dark while endless hordes of undead crawled out of the damp gray reaches of the old-gen caves and ravines.
Minecraft used to have a very steep learning curve. It's become much more accessible now in no small part due to balancing changes.
My friends and I have been discussing how poorly designed/balanced the Warden is in MC and not only have we come up with several different ways to fix it but we've also concluded that Mojang is just utterly shit at balancing their game. Look at end city loot compared to other structures that are even harder to conquer, or how pigs are almost completely irrelevant for farming if you have any other passive mob, or the fact that invisibility potions are completely worthless because they don't work at ALL. I found that last one out the hard way and lost half a month's worth of gear from Mojang's incompetence. They seriously need to get their shit together.
I think loot from structures in Minecraft is somewhat intentionally under-powered, because the game is about building and exploring and farming and the lion's share of your resources are meant to come from your own gathering and farming activities. However you're definitely right.
For example, bastion remnants have really good loot and are relatively common; I've gone on trips into the Nether where I found and cleared more than one in the course of a single trip.
Meanwhile, woodland mansions are vanishingly rare and the valuable rooms may not generate at all. You could have to travel tens of thousands of blocks to get nothing but a bunch of wool and books.
Jungle pyramids are the ones I hate the most, they never have anything worth it in the chests.
But...ancient cities. I love the atmosphere and gameplay experience of the ancient cities, but they really unbalance the game in a lot of ways.
They have more and better loot than basically any other structure in the game, they can be cleared with nothing but skill, no armor or weapons of note needed. I think they USUALLY are a rare find, but this is the trouble with the procedurally-generated nature of the game; I've found multiple seeds with ancient cities directly under spawn, and multiple seeds with two ancient cities within ~250 blocks of spawn.
I think the mechanics and everything of the Warden are very well thought out and I deeply, deeply appreciate how you don't really have to risk the Warden if you are slow and cautious enough.
I complained lots about the Warden, but in hindsight the complaints had more to do with the Warden being prioritized at the expense of everything else and less to do with the Warden itself. We have to admit that the Warden is much better than lots of other hostile mobs in the game. Ghasts have too-small, janky hitboxes and can shoot you with fireballs from OUTSIDE RENDER DISTANCE. The Warden is a huge improvement in that you can prevent summoning him by being careful.
Also, recent updates have been fixing some of the most egregious issues with balancing. Before Caves and Cliffs, clay generated exclusively as small patches on the bottom of lakes and rivers and until the Wild Update it was not renewable. You had to intensively farm vines to get mossy cobblestone. I've only been playing since just after Village and Pillage and I Remember
Metal ores have only been affected by Fortune since 1.17!!!! Before that you had to mine stacks and stacks of ore blocks! Before axolotls were added, tropical fish existed and were completely useless!! Minecraft olds can tell you more.
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rhaeni · 5 years ago
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[#30hbc2023] #storyboard Kunamai dia, Ubur-ubur. Karna dia sedikit menghibur walaupun sukanya menarik ulur. Tidak suka menabur meskipun terkesan hanya bisa maju mundur. Kunamai dia, Ubur-ubur. • © redmoon Thursday, January 23 #30haribercerita #30hbc20 #mariberbenah #moodbooster #writingproject #writenation #writerslyfe #suka_iseng #lettering #handlettering #typography #typetograph #tumblrpost #instamine #instamood #instalyfe #instalove #instadaily https://www.instagram.com/p/B7qJoWancR-/?igshid=kp9rbc8ovvs8
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