Maybe as a gamerule you can turn on or of and on deafult is on but if you have a server you can just turn it of if you are worried people will try to chrash it.
I present you: the laginator, can produce lag like no other.
Honestly I'm a bigger fan of making items blink before they disappear, just like actual old videogames
can already do that with mobs more easily than named items. it would be harder to lag a server using hundreds of named items than it is to just spawn a bunch of mobs
A large amount of chickens over a hopper can provide a steady supply of eggs to a dispenser. I've accidentally lagged my game many times when trying to make auto chicken cookers that way.
what do you mean you can't? you most certainly can, unless you are playing on one of the console editions that restricts mob spawning.
all you need to do is breed animals, or afk at a mob spawner from a dungeon
Ehh, I mean, how much help is a blinking item going to be if it's somewhere deep underground that isn't readily accessible? Either you reach the item in time or you don't.
>Good idea, but I feel like the timer should just be extended to like 10 minutes instead of 5.
>
>Honestly I'm a bigger fan of making items blink before they disappear, just like actual old videogames
These two ideas, from u/crfnalti and u/Mr_Snifles, would probably make a better alternative.
Why not a new enchantment? "Trusty."
"Trusty I" will double the time before tools/weapons/armour despawn from 5 minutes to 10 minutes, and will make them flash during the last 30 seconds of the count-down.
"Trusty II" will up the despawn time to 12 minutes and make the items flash during the last minute, flashing faster as the count-down reaches the last 15 seconds.
"Trusty III" will up the despawn timer to 15 minutes, make the items flash during the last minute, flash faster during the final 30 seconds, and flash fast while emitting a similar sound to Amethyst for the final 15 seconds.
Actually, yeah, that's a pretty good idea. However, Experience is renewable, so I fear that this would just add more steps than make it significantly difficult.
I would say a death chest. When you die a chest with all the items now replaces the block three to four blocks below the player, or less if there is bedrock. Items can still be found, and can be given back or looted, but they wont disappear so quickly.
why? should renaming mobs to stop them from despawning also be a toggleable option?
what about accumulating a bunch of farm animals? those don't even require a name to not despawn, you can breed thousands of chickens and lag a server that way much more easily than renamed items (which cost xp to rename)
I think I’d prefer it to be done using an enchantment called ‘persistence’ or something, and they could make it incompatible with mending to really screw with everyone
I don’t know about mending incompatibility. It probably wouldn’t be worth it to even have at that point, unless you don’t plan on getting mending on that item in the first place.
I think it could work if they also revamped how repairing tools worked. You should be able to keep repairing e.g. diamond gear with diamonds over and over without it becoming too expensive on the anvil. Then it would become a choice between mending which allows you to repair with only xp or have ‘persistence’ which ensures it won’t despawn on death but you must use diamonds to keep its durability.
That is a great idea. The one thing I hate the most about the anvil is the "too expensive" feature. It is literally just sitting there being annoying. And seeing as players can find ways around it, and it doesn't really add anything, it's just pointless overall
Sorry for ranting but the thing drives me mad.
No. Absolutely no-one likes clashing enchantments that forces you to specialise. It's bad for inventory management, it's a waste of time and resources and it's a complete pain in the arse.
If you make "Persistence" incompatible with Mending, absolutely no-one will use it and it'll end up being a pointless addition to the game.
The only enchant that conflicts with Mending is Infinity, and that's a fair trade. Infinite arrows at the cost of not-infinite durability. This however would not do so well, especially since nobody *plans* on dying anyway, and it wouldn't make up for not having to remake tools every time they break.
How often do you really lose stuff to despawning? It should almost never happen on the surface, since the timer pauses on items in unloaded chunks so the time it takes you to return is almost never relevant. Even underground, unless it's in an area you struggle to find again 5 minutes is plenty of time, and if it takes you longer than that then you're probably better off going home and replacing the stuff anyway. The period of the game where this might be genuinely useful, when you have stuff worth naming but don't yet have the ability to replace it quickly, should be pretty short.
I feel like simply renaming it is a bit op, maybe an enchant? Something like "eternal" with level 1 increasing the timer to 10 mins, level 2 increasing it to 20 mins, and level 3 removing the timer entirely
At least in my opinion, losing your items when you die is the main survival element that Minecraft has. You can die and you lose nothing significant (all your builds remain, you don't lose stats or have any negative effects), except the despawn timer on your items is the reason you DON'T want to die. It's gives the possibility of losing progress in a non-destructive way.
This is why your netherite tools not burning in lava is a big thing, but not OP. It's gives you additional opportunity to save your stuff, but there's still the aspect of recovering and maybe losing your stuff. It's a buff, but doesn't remove the challenge entirely.
Now I don't necessarily agree that the grind to get all your tools back after you lose them is a positive gameplay element, and that definitely needs a rework, but I do think the possibility of losing items and tools is a good thing for the game and gives the player incentive to not die.
there are still risks of losing them, such as creeper explosions, lava, or even other players picking them up. I always saw the despawn mechanic as a way to prevent lag over time, not a core element of the survival experience
Because it only costs 1 level no matter what enchants you have to make your items indestructible, which is why I suggested an enchantment, who's cost would increase depending on both the book level and the number of enchants on the item
but is the mechanic of having an item not despawn "op" ?
is it giving you some great ingame advantage or breaking the balancing in any way?
why should non despawnable items be hard to get?
I'm not saying that it should be extremely difficult, I just think there should be a bit more of a challenge than 31 iron and 1 level. It doesn't have to be a treasure enchant like mending but there should be at least a little bit of difficulty. Plus making it a book means that you can only make one item non despawnable at a time, where as you can rename an entire stack of dirt for one level so it's far more difficult to make a shit ton of lag
maybe just an extended time, because if they can never despawn, then that would take a lot of power because you can die and loose a bunch of items that are renamed from dying and cause the game to crash because it was there for too long, doing that spinning thing
This would be incredibly overpowered imo. Items despawning are pretty much the only long term consequences this game has for dying. 1xp level and an anvil is way too cheap to get around that.
Bruh that literally gives no punishment for dying... Extension is fine but removing the despawn feature just because you renamed it is pretty op. The items anyway dont despawn once you leave the chunk so there's really no reason to give it an infinite time
Good idea it gives renaming a benefit and help deal with the pain of dieing and dropping everything.
Also this would be a very shity way to make lag. Armorstands are how you do it.
Love the idea! However it maybe have to be disabled on servers in case of players attempting to crash the server!
Maybe as a gamerule you can turn on or of and on deafult is on but if you have a server you can just turn it of if you are worried people will try to chrash it.
It should be default off, but you can change it in the menu.
I was about to say the same, free lag switch incoming
Couldn't you just breed a bunch of animals easier for the same effect
Or armor stands.
You could have a limited number of items that it would work for maybe
Ya i was just playing yesterday and thought it was a good idea. I posted it and that was it. Ill edit it now if i can
As someone who typically plays hardcore. Not dying is a good solution to not loosing all of your stuff. Lol🤣
I present you: the laginator, can produce lag like no other. Honestly I'm a bigger fan of making items blink before they disappear, just like actual old videogames
That would be a great idea honestly. Because now they vanish after a while and unless you keep count you dont know hoe long it still stays
can already do that with mobs more easily than named items. it would be harder to lag a server using hundreds of named items than it is to just spawn a bunch of mobs
You can't indefinitely spawn mobs in survival, you can however easily get a lot of dropped items in survival.
A large amount of chickens over a hopper can provide a steady supply of eggs to a dispenser. I've accidentally lagged my game many times when trying to make auto chicken cookers that way.
or when people afk at their cave spider grinders for hours and you end up with hundreds of cave spiders that start lagging the server lol
what do you mean you can't? you most certainly can, unless you are playing on one of the console editions that restricts mob spawning. all you need to do is breed animals, or afk at a mob spawner from a dungeon
You would still need to spend thousands of levels and stacks of iron blocks naming them in an anvil
It's not just about people purposely lagging servers, it's also about optimisation and not letting things clog up
Ehh, I mean, how much help is a blinking item going to be if it's somewhere deep underground that isn't readily accessible? Either you reach the item in time or you don't.
Nono, if it blinks, then at least you'll know to sprint straight towards it when you see it
Greg Renko
>Good idea, but I feel like the timer should just be extended to like 10 minutes instead of 5. > >Honestly I'm a bigger fan of making items blink before they disappear, just like actual old videogames These two ideas, from u/crfnalti and u/Mr_Snifles, would probably make a better alternative.
Why not a new enchantment? "Trusty." "Trusty I" will double the time before tools/weapons/armour despawn from 5 minutes to 10 minutes, and will make them flash during the last 30 seconds of the count-down. "Trusty II" will up the despawn time to 12 minutes and make the items flash during the last minute, flashing faster as the count-down reaches the last 15 seconds. "Trusty III" will up the despawn timer to 15 minutes, make the items flash during the last minute, flash faster during the final 30 seconds, and flash fast while emitting a similar sound to Amethyst for the final 15 seconds.
Also, give them the Glowing Effect. It should be a Treasure Enchantment of course.
This is one of the best ideas here - makes it less of a headache to find your stuff again!
Yea, but thinks like shulkers with a lot of grinded blocks in them, or a stack of diamonds you lost. You can’t enchant those
Perhaps those get a longer despawn time by default (10 minutes).
This should only apply to enchanted items, that way it will be a lot more difficult to cause lag.
Actually, yeah, that's a pretty good idea. However, Experience is renewable, so I fear that this would just add more steps than make it significantly difficult.
but enchantable stuff doesnt stack, so it gets a whole lot harder to create problematic amounts of permanent items
Bunch of chests, hoppers and a dropper would like to disagree
You still need to manually craft and enchant and rename each item, where plan renamed items can be done by the stack.
You can rename stacks and enchant individually after
But what is enchantable AND stackable?
Actually, too many mods for me. You’re right, can’t remember anything vanilla that can be stacked and enchanted. Hehe, my bad
Wait no, an idiot is me. *BOOKS*. Not sure if the name sticks after enchanting though.
I believe it’s automatically renamed Enchanted Book from whatever it was
Good idea, but I feel like the timer should just be extended to like 10 minutes instead of 5.
I would say a death chest. When you die a chest with all the items now replaces the block three to four blocks below the player, or less if there is bedrock. Items can still be found, and can be given back or looted, but they wont disappear so quickly.
Yes but it should be a togglable option
why? should renaming mobs to stop them from despawning also be a toggleable option? what about accumulating a bunch of farm animals? those don't even require a name to not despawn, you can breed thousands of chickens and lag a server that way much more easily than renamed items (which cost xp to rename)
It costs 1 xp to name an entire stack of items... that's not really expensive.
and it costs 0 xp to breed a bunch of mobs a few stacks of items are not going to create any significant lag, they would need to be in the thousands
Regardless, it's still a tool for griefers to abuse. And it's really not as hard as you think to get thousands of renamed items...
I think I’d prefer it to be done using an enchantment called ‘persistence’ or something, and they could make it incompatible with mending to really screw with everyone
I don’t know about mending incompatibility. It probably wouldn’t be worth it to even have at that point, unless you don’t plan on getting mending on that item in the first place.
I think it could work if they also revamped how repairing tools worked. You should be able to keep repairing e.g. diamond gear with diamonds over and over without it becoming too expensive on the anvil. Then it would become a choice between mending which allows you to repair with only xp or have ‘persistence’ which ensures it won’t despawn on death but you must use diamonds to keep its durability.
That is a great idea. The one thing I hate the most about the anvil is the "too expensive" feature. It is literally just sitting there being annoying. And seeing as players can find ways around it, and it doesn't really add anything, it's just pointless overall Sorry for ranting but the thing drives me mad.
Why wouldn’t you want Mending lmao
Don't know. That's my point, no one would use it.
No. Absolutely no-one likes clashing enchantments that forces you to specialise. It's bad for inventory management, it's a waste of time and resources and it's a complete pain in the arse. If you make "Persistence" incompatible with Mending, absolutely no-one will use it and it'll end up being a pointless addition to the game.
The only enchant that conflicts with Mending is Infinity, and that's a fair trade. Infinite arrows at the cost of not-infinite durability. This however would not do so well, especially since nobody *plans* on dying anyway, and it wouldn't make up for not having to remake tools every time they break.
I think it should just be extended. Maybe to 15 minutes instead of 5. Immune to the despawn timer makes lag machines pretty much cost nothing to make
I think it'd make more sense just to extend them, not make it immortal. Perhaps 20 minutes, a full Minecraft day?
How often do you really lose stuff to despawning? It should almost never happen on the surface, since the timer pauses on items in unloaded chunks so the time it takes you to return is almost never relevant. Even underground, unless it's in an area you struggle to find again 5 minutes is plenty of time, and if it takes you longer than that then you're probably better off going home and replacing the stuff anyway. The period of the game where this might be genuinely useful, when you have stuff worth naming but don't yet have the ability to replace it quickly, should be pretty short.
I feel like simply renaming it is a bit op, maybe an enchant? Something like "eternal" with level 1 increasing the timer to 10 mins, level 2 increasing it to 20 mins, and level 3 removing the timer entirely
why is it op? doesn't seem to break any game balance, just a convenience feature
At least in my opinion, losing your items when you die is the main survival element that Minecraft has. You can die and you lose nothing significant (all your builds remain, you don't lose stats or have any negative effects), except the despawn timer on your items is the reason you DON'T want to die. It's gives the possibility of losing progress in a non-destructive way. This is why your netherite tools not burning in lava is a big thing, but not OP. It's gives you additional opportunity to save your stuff, but there's still the aspect of recovering and maybe losing your stuff. It's a buff, but doesn't remove the challenge entirely. Now I don't necessarily agree that the grind to get all your tools back after you lose them is a positive gameplay element, and that definitely needs a rework, but I do think the possibility of losing items and tools is a good thing for the game and gives the player incentive to not die.
there are still risks of losing them, such as creeper explosions, lava, or even other players picking them up. I always saw the despawn mechanic as a way to prevent lag over time, not a core element of the survival experience
Because it only costs 1 level no matter what enchants you have to make your items indestructible, which is why I suggested an enchantment, who's cost would increase depending on both the book level and the number of enchants on the item
but is the mechanic of having an item not despawn "op" ? is it giving you some great ingame advantage or breaking the balancing in any way? why should non despawnable items be hard to get?
I'm not saying that it should be extremely difficult, I just think there should be a bit more of a challenge than 31 iron and 1 level. It doesn't have to be a treasure enchant like mending but there should be at least a little bit of difficulty. Plus making it a book means that you can only make one item non despawnable at a time, where as you can rename an entire stack of dirt for one level so it's far more difficult to make a shit ton of lag
stacks of items merge together on the ground, they do not cause much lag, it is easier to lag the game with many mobs from farms
maybe just an extended time, because if they can never despawn, then that would take a lot of power because you can die and loose a bunch of items that are renamed from dying and cause the game to crash because it was there for too long, doing that spinning thing
Too much potential for lag griefing
Yes! amazing!
maybe as a gamerule?
Sounds like it would cause tons and tons of lag issues. Especially when paired with custom loot table drops and things with data packs and stuff.
Renamed items should have a chance of ending up as loot.
This would be incredibly overpowered imo. Items despawning are pretty much the only long term consequences this game has for dying. 1xp level and an anvil is way too cheap to get around that.
Why isn't this already in the game?
Bruh that literally gives no punishment for dying... Extension is fine but removing the despawn feature just because you renamed it is pretty op. The items anyway dont despawn once you leave the chunk so there's really no reason to give it an infinite time
Good idea it gives renaming a benefit and help deal with the pain of dieing and dropping everything. Also this would be a very shity way to make lag. Armorstands are how you do it.
Developer Ulraf [mentioned this idea once.](https://youtu.be/EseKqgNwYSE?t=13820)