So Ngl Minecraft needs a guide villager or player cuz of so many things to memorize like recipes for crafting and what the heck to cook
the HP will be the same as a player and will yield a wood sword for mobs that attack it
its passive to the player
it is hostile to mobs
You can make a chat box for it I mean- many marketplace creations on bedrock have the functions where a white box with text appears and you can select options I wanted this to be added to the base game for the guide
the guide has one basic use just to literally guide you through the game teach you recipes and even learn to grow crops underground and also game mechanics like how to survive basics on how to craft, redstone fighting etc. and honestly it’s just a lifesaver for those times when your phone is just dead and the only device you have is your gaming console
and we should bring the tutorial world back as a npc for the fun of it
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Memorizing recipes has become something that shouldn't be much of an issue. I'm not sure when it was implemented but there is a Green Book Icon in the crafting table that shows you every recipe you can make with the items in your inventory, or you can toggle it to show you every recipe you can make with the items you've collected in general. Once you pick up the key item in a recipe, it becomes visible in this crafting book.
As for cooking, the 4 base Passive mobs that drop food items are pretty obvious for cooking. Sheep/Mutton, Cows/Beef, Pigs/Pork Chops, Chickens/Chicken. Cod and Salmon also exist commonly in most bodies of water. Things like Cake, Golden Carrots/Apples, and Cookies all fall under the Crafting Book mentioned above once you get one of the key ingredients.
The game feels like it's supposed to be curiosity driven. Meaning, you're supposed to get an item and experiment with it. The only thing that was never clear or obvious were Nether Portals, and since they added ruined portals to the overworld, even new players should be able to figure those out without needing to look things up.
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Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
I mean even besides Java with modded to make easy to view recipes (Guide Book, Not Enough Items, etc equivalents over the years, old/new versions, tweaks, FTB/JEI and other separating/expanding/stripping features because WHY?) (and required if mods add 1000s and have many items/blocks and progression behind them so you need a recipe viewing mod as it is) and the recipes book on both Java/Bedrock vanilla in the player's inventory keybinding.
Bedrock or Legacy Console have great 'how to play' options. I forget where it is on Bedrock but Legacy Console besides the tutorial world the How To Play was pretty good or the 'description when looking at a block' helped a lot. Bedrock has one I just don't remember as I don't play it as much or find the menu kind of confusing at times but if you find it, it will tell you many helpful things, the rest is just up to your imagination/what works with what, or creativity to build, place it wherever and whatever limits the game offers.
The Recipe Book/Green book isn't the best I know but it still requires experimentation and just makes it easy to remember/instantly put items in slots when need be.
I would prefer if we got the golem/a programmable NPC that helps but that mob vote went for the seed mob instead so THANKS PLAYERS. Sigh. Either way yes a guide book can be helpful. But at the same time using droppers/hoppers/dispensers with redstone, water and more for plants or other contraptions is kind of the point. Unless you mod the game with more advanced versions or more simplified versions of things for plants (tending to them or doubling the output of the crop with bonemeal, a sprinkler or whatever), mob farming, ore doubling, armour perks, other fantasy mobs (or those with other items to make things easier or more interesting) and more.
I suck at redstone (even with understanding the basics or parts of the theory so putting it into practice with gates or the 0-15 strength or other factors yeah only goes so far) and making droppers/hoppers work for a inventory sorting system or getting plants to work for automation and just went eh mod it instead. Used tech mods a lot besides quality of life ones for the other core parts of the game and I get by fine with those. Niche, popular, whatever the case, if it fits the game/feel I'm going for by all means. Obviously with Bedrock good luck there as behaviourpacks on mobile/PC, not console. Or whatever is the case of server plugins/mods by now on Bedrock of older builds hmm.
if people can work with a fuel, food with plant seeds or meet from common mobs are easy to understand, and other resources they are good to go. Wood to planks to sticks is usually pretty easy, cobble surround for a furnace. From there whatever tools formation is the same every time, sure axes can be confusing but both sides do work at least. Bow is like a bow.
Punch by holding then tap is a challenge at first for sure if not used to it, especially on console not just PC as tapping keys and controller buttons is more common then holding even if holding has been more a thing for menus in the past few years.
Making doorways/portal shapes are usually pretty simple. Flint n Steel/tinder boxes are pretty simple just like rocks clicking together to make a fire. It's just yeah getting flint is a challenge early on from gravel but enough percentage chances of anything in this game mob drop, mob spawning or resource gathering related you get used to. Same with enchanting, xp orbs, making the most of things before machine x2 ores or mob farms and so on other strategies players have worked out or exploited over the years.
For general survival the player can easily work out what doesn't have gravity besides sand/gravel/anvils, etc. how to get food and building with anything, may or may not understand hardness of things like cobble in the nether or obsidian, stone smelted and other resources later on for Creepers, zombie/skeleton path finding to doors or villagers and more.
Some recipes can be confusing for sure so know what they are on first go then on repeats and the recipe book fills it in as a memory afterwards isn't ideal I know but it does fit the survival theme/format even if yes for newcomers is confusing.
Recipes over time aren't that hard to remember after many years but yes in the beginning it is a challenge no doubt and yes going to a wiki is something some people may not want to do but are forced to or use a video tutorial/let's play to find out instead.
But if they made it TOO friendly the sense of exploration/learning and 'survival' wouldn't be there it wouldn't be a survival game just a hand holding adventure and not fit what it's going for. So it's tough to fit a theme/fit a more gaming experience then a restrictive one by too much hand holding but also confusing as too open ended.
Modpacks with quest books usually made this work in a way (not just for the modded items, changing recipes and so on challenge but learning the mods/skyblock/vanilla).
It's why people use books in adventure maps too to tell a story/guide players/make riddles.
Nether Portals that are broken in the world that players find have a way to go huh Obsidian I can't mine/pick up later and huh this is the shape of something I wonder why, maybe I should build something like this shape and see what happens. It asks those 2 questions and I think that's a good thing. It just depends what questions the player asks when seeing structures, do they explore, do they finish the build if it's in pieces, do they just loot it. It depends.
Villagers for NPC villagers to trade, to reproduce if they have enough doors to keep them safe/happy, selling mob items you don't need that build up in your storage, yet them tend to the plants (if griefing isn't turned off, I usually do to stop creeper explosions/enderman taking blocks so my villagers don't get to help the plants).
I like the way the game is, I learn a lot about the game, not everything is GIVEN to me or boring. I get to use my brain, understand survive in a digital sense, more cutting out of things games offer then the REAL TIME HOURS which mostly happens in mods or just less efficient ways to play the game anyways. Having problem solving skills in the game is a good thing then given answers, moving on and learning nothing, just handing people the answers all the time and not matching the theme of 'survival'.
Creative offers fair building. Potions you can skip or use depending, strengthen by making more potent in effectiveness then length. Be throwable like a grenade.
The moveset has it's weird quirks but I mean even if parkour isn't much a thing and the combat is ok at times of easy to timing critical hits and he world algorithm varies of me hating it or being ok with it.
I'm glad we have redstone bugs or the cauldron in the nether leaves water but the waters disappear. It's got enough video game quirks about it to be fun if you know about them/use them wisely. So a cauldron tip for you there.
So Ngl Minecraft needs a guide villager or player cuz of so many things to memorize like recipes for crafting and what the heck to cook
the HP will be the same as a player and will yield a wood sword for mobs that attack it
its passive to the player
it is hostile to mobs
You can make a chat box for it I mean- many marketplace creations on bedrock have the functions where a white box with text appears and you can select options I wanted this to be added to the base game for the guide
the guide has one basic use just to literally guide you through the game teach you recipes and even learn to grow crops underground and also game mechanics like how to survive basics on how to craft, redstone fighting etc. and honestly it’s just a lifesaver for those times when your phone is just dead and the only device you have is your gaming console
and we should bring the tutorial world back as a npc for the fun of it
I swear if Pheonix sc sees this
Memorizing recipes has become something that shouldn't be much of an issue. I'm not sure when it was implemented but there is a Green Book Icon in the crafting table that shows you every recipe you can make with the items in your inventory, or you can toggle it to show you every recipe you can make with the items you've collected in general. Once you pick up the key item in a recipe, it becomes visible in this crafting book.
As for cooking, the 4 base Passive mobs that drop food items are pretty obvious for cooking. Sheep/Mutton, Cows/Beef, Pigs/Pork Chops, Chickens/Chicken. Cod and Salmon also exist commonly in most bodies of water. Things like Cake, Golden Carrots/Apples, and Cookies all fall under the Crafting Book mentioned above once you get one of the key ingredients.
The game feels like it's supposed to be curiosity driven. Meaning, you're supposed to get an item and experiment with it. The only thing that was never clear or obvious were Nether Portals, and since they added ruined portals to the overworld, even new players should be able to figure those out without needing to look things up.
Fool me once, shame on you. Fool me twice, shame on you. Fool me three times, hold up, rewind, That's not even possible.
Using the ignore feature here is kinda weird.
I mean even besides Java with modded to make easy to view recipes (Guide Book, Not Enough Items, etc equivalents over the years, old/new versions, tweaks, FTB/JEI and other separating/expanding/stripping features because WHY?) (and required if mods add 1000s and have many items/blocks and progression behind them so you need a recipe viewing mod as it is) and the recipes book on both Java/Bedrock vanilla in the player's inventory keybinding.
Bedrock or Legacy Console have great 'how to play' options. I forget where it is on Bedrock but Legacy Console besides the tutorial world the How To Play was pretty good or the 'description when looking at a block' helped a lot. Bedrock has one I just don't remember as I don't play it as much or find the menu kind of confusing at times but if you find it, it will tell you many helpful things, the rest is just up to your imagination/what works with what, or creativity to build, place it wherever and whatever limits the game offers.
The Recipe Book/Green book isn't the best I know but it still requires experimentation and just makes it easy to remember/instantly put items in slots when need be.
I would prefer if we got the golem/a programmable NPC that helps but that mob vote went for the seed mob instead so THANKS PLAYERS. Sigh. Either way yes a guide book can be helpful. But at the same time using droppers/hoppers/dispensers with redstone, water and more for plants or other contraptions is kind of the point. Unless you mod the game with more advanced versions or more simplified versions of things for plants (tending to them or doubling the output of the crop with bonemeal, a sprinkler or whatever), mob farming, ore doubling, armour perks, other fantasy mobs (or those with other items to make things easier or more interesting) and more.
I suck at redstone (even with understanding the basics or parts of the theory so putting it into practice with gates or the 0-15 strength or other factors yeah only goes so far) and making droppers/hoppers work for a inventory sorting system or getting plants to work for automation and just went eh mod it instead. Used tech mods a lot besides quality of life ones for the other core parts of the game and I get by fine with those. Niche, popular, whatever the case, if it fits the game/feel I'm going for by all means. Obviously with Bedrock good luck there as behaviourpacks on mobile/PC, not console. Or whatever is the case of server plugins/mods by now on Bedrock of older builds hmm.
if people can work with a fuel, food with plant seeds or meet from common mobs are easy to understand, and other resources they are good to go. Wood to planks to sticks is usually pretty easy, cobble surround for a furnace. From there whatever tools formation is the same every time, sure axes can be confusing but both sides do work at least. Bow is like a bow.
Punch by holding then tap is a challenge at first for sure if not used to it, especially on console not just PC as tapping keys and controller buttons is more common then holding even if holding has been more a thing for menus in the past few years.
Making doorways/portal shapes are usually pretty simple. Flint n Steel/tinder boxes are pretty simple just like rocks clicking together to make a fire. It's just yeah getting flint is a challenge early on from gravel but enough percentage chances of anything in this game mob drop, mob spawning or resource gathering related you get used to. Same with enchanting, xp orbs, making the most of things before machine x2 ores or mob farms and so on other strategies players have worked out or exploited over the years.
For general survival the player can easily work out what doesn't have gravity besides sand/gravel/anvils, etc. how to get food and building with anything, may or may not understand hardness of things like cobble in the nether or obsidian, stone smelted and other resources later on for Creepers, zombie/skeleton path finding to doors or villagers and more.
Some recipes can be confusing for sure so know what they are on first go then on repeats and the recipe book fills it in as a memory afterwards isn't ideal I know but it does fit the survival theme/format even if yes for newcomers is confusing.
Recipes over time aren't that hard to remember after many years but yes in the beginning it is a challenge no doubt and yes going to a wiki is something some people may not want to do but are forced to or use a video tutorial/let's play to find out instead.
But if they made it TOO friendly the sense of exploration/learning and 'survival' wouldn't be there it wouldn't be a survival game just a hand holding adventure and not fit what it's going for. So it's tough to fit a theme/fit a more gaming experience then a restrictive one by too much hand holding but also confusing as too open ended.
Modpacks with quest books usually made this work in a way (not just for the modded items, changing recipes and so on challenge but learning the mods/skyblock/vanilla).
It's why people use books in adventure maps too to tell a story/guide players/make riddles.
Nether Portals that are broken in the world that players find have a way to go huh Obsidian I can't mine/pick up later and huh this is the shape of something I wonder why, maybe I should build something like this shape and see what happens. It asks those 2 questions and I think that's a good thing. It just depends what questions the player asks when seeing structures, do they explore, do they finish the build if it's in pieces, do they just loot it. It depends.
Villagers for NPC villagers to trade, to reproduce if they have enough doors to keep them safe/happy, selling mob items you don't need that build up in your storage, yet them tend to the plants (if griefing isn't turned off, I usually do to stop creeper explosions/enderman taking blocks so my villagers don't get to help the plants).
I like the way the game is, I learn a lot about the game, not everything is GIVEN to me or boring. I get to use my brain, understand survive in a digital sense, more cutting out of things games offer then the REAL TIME HOURS which mostly happens in mods or just less efficient ways to play the game anyways. Having problem solving skills in the game is a good thing then given answers, moving on and learning nothing, just handing people the answers all the time and not matching the theme of 'survival'.
Creative offers fair building. Potions you can skip or use depending, strengthen by making more potent in effectiveness then length. Be throwable like a grenade.
The moveset has it's weird quirks but I mean even if parkour isn't much a thing and the combat is ok at times of easy to timing critical hits and he world algorithm varies of me hating it or being ok with it.
I'm glad we have redstone bugs or the cauldron in the nether leaves water but the waters disappear. It's got enough video game quirks about it to be fun if you know about them/use them wisely. So a cauldron tip for you there.
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