[Suggestion] redSandConversion
DragonEggBedrockBreaking opened this issue ยท 12 comments
Adds rule redSandConversion
which re-adds sand to red sand (maybe concrete) colour conversion from 1.12.
Maybe not simply by crafting, but definitely a way to do this is needed as red sand right now is hardly renewable.
Maybe not simply by crafting
This is why I said that the old 1.12 bug should be added.
What was that bug?
Here is a gnembon video (can be much more automated and much faster than this, this is a simpler machine): https://www.youtube.com/watch?v=B4fPt6e-tBg
Yea I meant something that isn't too easy to automate, something along the lines of renewableNetherrack
Yea I meant something that isn't too easy to automate, something along the lines of renewableNetherrack
- Not being easy to automate defies the point of not just going to a mesa and mining red sand
fireChargeConvertsToNetherrack
is easily renewable, I built a simple, fast machine in two minutes
Oh you can automate that? I thought it only worked when a player threw the fire charge
I was thinking something like making red sand spread onto sand with a chemical reaction like quartz or something idk
Oh you can automate that? I thought it only worked when a player threw the fire charge
Dispensers work too :P
I was thinking something like making red sand spread onto sand with a chemical reaction like quartz or something idk
That doesn't seem very vanilla+ to me, though. I understand that anyone can use these mods, but most people, I believe, are technical players who want more renewable stuff, hence why most, if not all new features can be easily and efficiently be automated with a unique mechanic. This mechanic has been used by technical players in 1.12, and it was cool, and easily automatable. It is quite pointless (imo) to include a feature in this mod which is not automatable, or efficiently automatable. The good thing about features like red sand conversion is the relative balance: you can build a two minute machine, and hold right click for a few minutes to convert a stack or too (vanilla equivalents include concrete conversion, where you can have pickaxe in main hand and powder in offhand), or you can automate the red sand conversion quickly with a cool (but, definitely for a more casual player, more expensive and time consuming), which would be like building a giant concrete converter, or tree farm, or cobblestone generator.
Yea I also want a more renewable way to get red sand but not follow formats of other farms. A good example of farms being "not unique" are many items from a piglin barterer, which makes completely unrelated items like water bottles, books, gravel, glowstone, string, and crying obsidian easily obtainable without having to do any extra work to accommodate for each item (besides sorting). Yes stuff like red sand shouldn't be too different, but vanilla+ isn't too appealing when it's just vanilla + 0. But yea that glitch definitely can be a good one to re-implement, i'm just trying to think of other ways
Yea I also want a more renewable way to get red sand but not follow formats of other farms.
How does this follow the "formats" of "other farms"? This is a unique, complex and interesting mechanic. Frankly, I have just been able to see you disliking this mechanic with no viable reason (at least for most of this mod's users).
What I don't want is something like TNT duping which can be fixed at any time which would break a huge number of farms. What I didn't want was this glitch to be applicable to something like anvils or concrete powder. Sorry if I was unclear on that; this solution is definitely fine on its own.
What I don't want is something like TNT duping which can be fixed at any time which would break a huge number of farms.
iirc, the MC (java) devs said that they would only patch tnt duping when a "viable alternative" is available, e.g. renewable sand + movable block entities