Anyone who's played on a multiplayer server, and especially those who have modded or run one, know how out of hand The End can get. Players rush for the purple cities, clearing out all the Shulkers and blazing off to the next one, leaving the remaining structure void of anything but Endermen, which aren't exactly an uncommon sight.
Those players lagging behind the first few waves of explorers are doomed to travel for eons, no wings to help them, just trying to find an End City that hasn't been pillaged and left behind. At the end of a 4 hour run, they might still be empty handed, and have to walk all the way back or throw themselves into the Void in despair.
As more and more players venture farther and farther, the world folder bloats and increases in size. Loading specific parts of The End can cause devastating swings of lag.
End Cities need to have their own Biome where Shulkers can spawn naturally. I'm not sure why they were gated to begin with. Shulker Boxes are powerful, yes, but they've grown to be common staples in the average explorer's pack. They shouldn't be hoarded and taken be the fastest players. The whole concept goes against the spirit of togetherness that Minecraft tries to promote.
If I'm planning on some big projects, and need a lot of stuff, why would I ever join a big server already in full swing if I know I'll never get my hands on any Shulker boxes? We shouldn't be gating new players like this.
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Maybe a gamerule? Because the current system is fine for single player worlds, or even servers with only a handful of friends. But you're right that a large server is in trouble.
I wouldn't object to them just naturally being able to respawn, but their lack of respawning encourages looting more and more cities in single player worlds, rather than camping the first large city found.
I agree, it also makes interesting new concepts like shulker farming possible.(which is why it probably won't be added)
What servers usually do, at least with java, is to use an external tool to delete most (or all) of the end and have it regenerate fresh. Maybe an internal method for resetting the end would help? That way it's not as exploitable as having shulkers respawn, but it's a lot more straightforward to have fresh shulkers available.
MAYBE there could be a type of Enderman called the Regen it has green eyes and is neutral but does not care if you look at it. The Regen will Regenerate the End Cities by placing blocks. Regens have island s of their own and on these islands shulkers are used as pets but are normally Shulkers. Once city or boat is Regenized Shulkers will spawn on it, but Regen islands are 12 blocks above the Void and are in between the center islands and the cities, making them hard to get to.
I was thinking about this. People go to the cities to get more elytra anyway and the loot. Suggestions: Make the loot more valuable. Allow Shulkers to spawn anywhere. Keep traveling and you'll find random Shulkers on the ground or on sides of purpur plants. Maybe they should have a small chance to respawn. But at least, while you are wondering and exploring, you'll see Shulkers around you without finding cities. I would appreciate that. Maybe a small chance they respawn, if new plants were sown? Or instead of respawn, you could breed them with the fruit? Just don't get killed in the process!
I agree. Non-renewable items shouldn't be for the extremely useful items. Shulkers are way to useful they need to be respawnable
Good idea
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It's a good idea but.... Who says that the multiplayer server would not use it as a farm... I mean in survival alone maybe it's useful but in Multiplayer servers the one who made it its gonna share it with other players? That must be a condition
I agree, just yesterday I had to get about a stack of shulker shells, and I couldn't find a new end city, like really, making shulker farms wouldn't be op at all, maybe making them spawn no as common as endermen, but I mean a shulker farm that produces 100 shells per hours is not that op, just think about enderman farms, they need a heck ton of storage and sometimes having that many pearls in the floor lags, making shulkers renewable is something that we need
just let one new shulker spawn every hour (not op and you can still get more shells) pls Mojang
I know mojang hates farming, but that is all I do in minecraft. My farms get so fast, I am forced to dupe shells to save server performance. 1.8 million drops an hour would need countless laggy chests and hoppers, or literally years in the end finding shulkers. I hate duping, but I can't dedicate my childhood to finding end cities for 1 of my many projects I do. This needs to be a thing, as this kills worlds with making world files too large, forcing people to dupe, force people to throw out items, force people to grind endlessly, and more. The suggestion is not op, it is necessary.
Maybe a boss fight could be dedicated for renewable shells? Mojang seemingly don't want shulkers to respawn, so maybe there could be a boss fight somewhere far out in the end? That could be repeated somehow like the dragon and gave out shulker shells, being far out would mean you still need to explore to find it and raiding citys would still be the best source for a time.
However I have seen statments from the developers that they aren't satisfied with the current state of the end, but that they thought the nether should be worked on first, so it's possible we will have an end update in the future, should it change the area outside of the core island as much as the nether has changed any feedback we give here could be fundamentally moot to the new environment, maybe we should try to consider that well thinking of ideas to this?
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I up Connor Schultz's idea, making a boss that drops shulker shells is not op and yet it makes it renewable.
For example, it can be a shulker overlord (Similar to the wither) that can be summoned by placing down a new type of blocks that can be crafted from scraps that enderman drops (like ingots to blocks) in a certain pattern. (similar to wither or Iron Golem) This way, enderman have more purpose as right now, pearls arent really that important after you arrived in the end. (because you can just build a makeshift two block high roof and farm enderman manually safely, all you need to do is to look at them and hit them in their legs while they are stuck, not to mention all the high-end exp farms)
This way, you can avoid easy automatic shulker farms (just like there isnt a fool-proof auto wither farm) as players need to manually summon them, so it will be a balanced renewable looting source.
One more idea for ya, the new shulker boss can floats a little bit (perhaps like 1-2 blocks). That way, they can avoid simple fall damage/magma damage/sweet berry damage traps etc. Plus, it fits the overall theme of shulkers, it make sense that small shulkers can spit to make others fly while the Shulker Overlord can harness the power for itself. However, dont make it fly please, or else it will be too much of a wither v.2 lol. Explosive projectile also dont fit its theme, a more lethal version or multiple of normal shulker spits will do.
Hope this helps
@LordMattL there are actually many auto wither killers in which you afk and place soul sand. They are also very easy. However, nobody builds them as they are a waste of time. People would find a way to farm the boss, no matter what. Having it float doesn't make it hard to farm. I personally think that respawning shulkers in end cities would make for more interesting farms, as each end city is different and would encourage players to learn how to make farms themselves. I mean, people would probably make tutorials on making farms with the big pillar rooms, but to take advantage of all the spawning spaces if they spawn slowly would be fun. Also it should only spawn on purpur and endstone bricks, so that people can't just do the hopper soulsand wither rose thing. Being in the end removes the portal option which is great, but I think that water based farms, though slower, would be more interesting for most players. Wither roses are really easy to get.
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@chez matt had said avoid easy farms, there is indeed no way to avoid the creation of a farm, even farms of the enderdragon exist that make use of TnT dupers, such a boss shouldn't be easily farmed, that is true, perhaps if the boss levitates the entire fight should take place over the void? The boss is attached to a certain Y elevation when it spawns and only a command can change it, (presumably the boss would aways spawn at the same elevation naturally but a command could spawn it anywhere)
As it's attacks would cause the levitation effect, at a low difficulty it may not need to do damage to the player if it's attack also had knock back (sending them off there platform into the void below)
Edit: normally I would have made a second comment at this point, as this comment has gotten long but my comment is under review so in fear of my next comment showing up before this one I'll just add it to the end here.
In theory this boss could be spawned any where, (if the player made boss route was taken) if the boss has a 'grace period' like the wither dose in which it readys itself in a transition before the fight, this could be in it moving from its current location to the center of the nearest gap between 2 islands.
Alternatively I have some thoughts for a structure that could house it (or it's frame) but I'd like to hear thoughts from others first.
@Connor Schultz
Interesting concept, but I think the easiest way to prevent farming it would be to make it go through walls like a vex. The blue wither skulls and wither explosions the wither does doesn't prevent it from being captured, it is just annoying. Making it not interact with blocks is an easy fix. You could make a boat cage maybe or blow it up with tnt as soon as it spawns or can be killed, so make it only drop shells when the player kills it and phase through enities also. It would be really hard to fight, so It should try to path through non-solid blocks like air and water if possible. It should also have less health than even the elder guardian, as already it would be hard to kill. A feature that lets you watch it wander around could maybe help find caves in the overworld to explore and light up too, which would be interesting and useful. Weird thought but maybe you can tame it? Maybe you go searching for end cities to remove the shulkers that have kept this boss captive in the end ships, and the idea is they have removed the wings from it (elytra) so it can't phase through things. If you return It's wings it becomes your friend that can help you explore, as mojang loves to encourage exploration. You can breed them somehow, but the children become hostile bosses you can't tame and have to fight. They drop lots of shulker shells and another item. Maybe they drop an elytra, but it depends on what you breed them with as that could be OP. The other thing they drop should be the ingredient to make levitation potions, as that should be a thing. You can dye tamed ones like sheep, and could be a chance to add bedrock parity where you dye shulkers. You should also be able to dye shulker boxes by right-clicking them in the same way, as coloring lots of shulkers is a pain and almost as bad as crafting dispensers. This whole dying thing could also be a chance to add crafting for green dye and brown dye. At this point this comment might be closed for having too many ideas or an already mentioned idea, but I am just thinking out loud and showing ideas that could be tied together. Obviously these ideas are not perfectly balanced but I tried.
Connor, dragon farms were fixed along with translocation to my knowledge. First there was a bug to get multiple dragons spawned by sending them to unloaded chunks, but now the dragon randomly loads chunks. The way to mave the dragon away without it destroying stuff was with translocation, which doesn't work anymore. Then the dragon was killed via tnt dupers (if you make this farm you probably don't care about those as the farm is based around a glitch), and you unload the chunks by traveling in a minecart or something during the death animation. It drops It's xp, then stops dying when chunks are unloaded. Sure it loads the chunk again but the unloading resets the death animation and makes it drop more xp. The reason these are better than max xp guardian farms and such is because the dragon drops xp balls with more xp each, meaning you can collect more xp in total with the cooldown.
I'd suggest in order to fix the issue.. Maybe add something like when you respawn the dragon he drops them? Or perhaps farming endermen someone suggested that would reset and rebuild a ender city.. (Spot next to the City, when you place the items it opens a void that returns it to its previous state.. or just randomly opens a portal to an ender mansion? I mean you could expand on it... I doubt it will happen but I voted it up at least.. Good lucks
I disagree with the idea of an entirely new biome. I would prefer the end city to be a structure that can spawn shulkers (something like witch huts and pillager outposts). Of course, to balance off, the shulkers must be a much rarer spawn than witches in huts.
Most suggestions here do not solve the underlying issues with exploring which is traveling over terrain quickly.
With many people traveling over the world and even generating new terrain the disk the server is run on will easily hit its limits.
Exploring only works for servers with very few people and with very low shulker demand.
Generally there are 3 solutions I commonly see for the shulker problem.- Smaller servers with slow farm output reset the end.
- Vanilla purists dupe the Shulker Shells.
- Others mod in the respawning shulkers in various ways.
Maybe not a new biome but I think they still should naturally spawn. Either naturally spawning under certain conditions in end cities or having a chance of doing it anywhere in the end. Preferably a place they can hide easily, since they are often disguised as a block and can't move other than by teleporting. However I also don't think there natural spawn should be fairly common. Instead just common enough to run into one every once in a while. By a rare chance one should spawn. That way they can't be taken advantage of too much.
I completely agree, they need to be easier to get, and also by the way, they do respawn at end cities when the ender dragon is killed.
Currently i don't like how they decided to make shulkers renewable...
Could do that when you fight a shulker and bring it to a quarter of its life, it drops always one of its shells (the top one), at which point it remains exposed and defenseless so that the player, if he wants, can kill him for experience; but if left undisturbed it will regenerate health and form a new shell which can then be obtained again without being too op.
Maybe even feed him with chorus fruits or chorus flowers to speed up the process, but doing so would not be easy because the shulker could start attacking the player again.
A hypothetical farm of shulker shells would be possible and very challengingHaving shulker biomes in the end that one can hunt in would actually help to mitigate the problem quite a bit.
This problem is exactly why, in a server I am working on customizing a world for, I plan to replace the chests in naturally spawning structures in the overworld with shulker boxes that make use of the same loot tables as the naturally spawning chests. Then I can have command blocks in a control room that I can activate to both make the shulker boxes respawn and make them use the same loot table again. That way players can earn shulker boxes on a time interval and the random loot can be obtained at the same time.
That said, I shouldn't have to go through that mess, and it wouldn't really solve the problem of limited Elytra unless I do the same in the end or build a few end cities in the overworld myself that follows that model. Nor should admins have to delete region files in the end constantly just to keep things under control and/or keep the file size under control.Lol this got added in the 1.17 update
you are a genius
They are now farmable, if one shulker's bullet hits another shulker, they have a chance to spawn a third shulker upon impact.
I have an idea! A shulker biome! Maybe something like the shulker valley or shulker swamps!
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