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An Overhaul to Health Regen to Please Both 1.9 and 1.8 Communities

With the Experimental Combat Snapshots, one hot topic is what to do about natural health regeneration.
So, here's the problem:
  • On one hand, the Combat Update's saturation boost mechanic is too active and too regenerative; it can outpace damage sources which can lead to players making rasher decisions and/or undercutting the game's sense of difficulty, but it's also a chore when outside of combat, making it feel for some like you always have to eat to maintain a status quo. Finally, it more or less depends on players knowing about saturation to really understand the mechanic.
  • Meanwhile, Legacy's healing (1 hitpoint every 4 seconds when full hunger) feels nice outside of combat, tense during combat, but doesn't allow players to recover from damage. Usually this means evasive play, hiding to heal, or dying to fire and wither effects despite being full hunger. If you remember PVP pre-combat update, you might remember lots of sprint-jump chase scenes.
The solution to a flexible and intuitive system is two parts; the first is to reintroduce passive regeneration, but with both a clear, intuitive cost as well as utilizing more of the hunger bar. The second is to reintroduce a way to heal quickly as well as having more diversity to food sources. Here's what's proposed;
  • Food diversity: Foods have two factors; food points and health points. When you eat a carrot, it gives you one and a half haunch as well as an instant half a heart. This allows for more options when it comes to food you bring with you; confections like cake, pies, cookies could heal up to 1.5 hearts but have barely any food value, while cooked meats would heal only around 0.5 to 1 hearts, but grant a lot more food points, helping you sprint for longer but heal much slower.
  • More flexible eating: Players can always eat food, even when full. This gives them a choice; waste the food points of this steak to heal quickly, or wait and risk taking more damage? You're never frustrated due to the inability to heal, either.
  • Intuitive regen: Players also heal slowly, at a fixed and visible ratio. Every 4 seconds, you heal half a heart for the cost of a quarter of a hunger haunch. Players stop both passive healing and sprinting at 3 hunger haunches, same as usual. This also means that getting hurt can lead to a feedback loop where to healing without eating will slow you down in the long run, making you vulnerable.
  • Relaxing: Hunger loss from passive activities like sprinting, mining, jumping is slowed down by 50%, meaning you can relax a lot more when doing activities that aren't part of combat - like building, exploring. This also means no more need for saturation or hidden variables, either; everything is explicit.
I bet you need more convincing, so I've attached a demo datapack that I've been working on for awhile! It's not perfect, but it might give you a rough idea of how this system would feel in an actual release. Try it out yourselves, let me know what you think. To uninstall, remove the pack and reenable the natural regen gamerule.
I know this is a hot take on a hot topic, regen affects every are of the game; from its sandbox elements to its survival and difficulty aspects. So, if you don't like the idea, tell me; what do you think would need to be in the regeneration system for a game like Minecraft?
(Edit: updated the demo pack)
submitted by is_not_robot to minecraftabnormals

Hear ye, hear ye, happy campers of MCS...you’ve been scrolling for a while, I can tell. Let’s sit down ‘round the fire and talk a campfire update, why don’t we?

I cannot stress this enough, and it may be an unpopular opinion, but Minecraft needs to overhaul its woodland biomes ASAP. Dark forests are empty, even biome blend doesn’t fix how their grass blends in with the ones of other biomes, and they take a billion years to chop down, even with the max Haste II and Efficiency V axe speed. Birch forests are ugly as hell and serve little use. Taigas, although beautiful biomes, feel empty due to the fox’s spawning mechanics and how it and the only other mob partially exclusive to there (wolves) just slaughter each other on sight. Terrible. Even the regular forest biome, the one Minecraft is arguably the most well known for having, the most common biome in the game—lacks. Flower forests are pretty and forest lakes are way superior to plains lakes, but they’re the same sight. Oak tree there, birch tree here, peony there, pack of wolves here...it’s bland.
Where are the fierce grizzly bears tearing bee nests to shreds and hunting down any salmon in their sight? Where are the beautiful flowers, peaks and waterfalls? The meek deer munching on grass in the midst of birch forests? The cramped yet cozy stone wolf dens where the wild canines of the Overworld hide their young? Where’s the excitement? The adventure? The thrill to get anything from these biomes except for a nice base setting or extra chest material? Where’s the thrill?
Which is what you’re probably asking right now. Sit down and relax, dear MCS user. Enough with the suggestions on your mind for today, you’re stressed.
Campfires are a most useless block. Outside of building, they have no real long-term use. It’s like using a llama for carrying items. They cook food really slowly, and although they do it without wasting fuel, fuel’s super easy to get at any point in the game. Wood, mining, wither skeleton farms, lava, blazes—heck, even plain ol’ kelp. There needs to be an incentive to use campfires without making smokers or regular furnaces obsolete.
So with that, I give you what you’ve all been waiting for, the actual suggestion and not a complete waste of the last two minutes of your life that was probably the first half of this post—s’mores and a new status effect, Restfulness! S’mores would be made from two new items and one that’s probably familiar amongst most of you: crackers, cocoa beans and marshmallows. Marshmallows would be crafted with two sugar and one water bottle. They’d restore 0.5 health and 4 hunger. Same with crackers, crafted with four wheat in a 2x2 shape, except they’d restore 1 hunger point. Not too useful.
Do not fret! I know they seem like useless items on their own, but you can either set a marshmallow down on a campfire or hold a marshmallow for 30 seconds or longer while 2 blocks away or less from the campfire to get a “roasted marshmallow.” I found having a marshmallow on a stick-type item would be too many crafting recipes for this post, so apologies in advance if anyone wanted to hear the words “marshmallow on a stick” come out of my mouth outside of this fashion.
One roasted marshmallow, one cocoa bean and one cracker is the crafting recipe for the s’more, which has the whopping saturation count of 16! However, they only restore one heart. If you’re into cookies but more OP, this is your food.
The second part of this suggestion comes from—shhhhh, yes, I know some guy just begged for the Aether or the Twilight Forest mod to come to the game again, but relax. You can berate him for being stupid later on. Restfulness is a new status effect you get from being around a campfire. It gives you a slight speed boost whenever you have it, and heals up to 7 lost hearts, similar to the regeneration effect. It only heals you when you’ve taken damage from a mob or from fall damage, however, and the campfire will give you no effect if it considers you “uncalm,” which is anytime within the few seconds of you taking damage. The more damage you take, the longer the cooldown is. The max cooldown time is 8 seconds. Don’t try to use this while fighting a ravager, please.
This basically acts as a bandage. It’s a bit weaker than using food to heal, though, because it takes a hell of a long time for it to regen anything above two hearts. If it was a food item, the saturation’d almost be as unbearable as mutton’s. It’s a good tool for stuff like good ol’ Overworld night skirmishs, like if you took a heart and a half or something like that from a blocked creeper explosion, or from two skeletons who tried to kill you together (but most likely got into a fight between themselves that ended in one of them dying to the other because their AI has a total IQ of 2). Useful for the early game, and perhaps even late game, tbh.
There ya go. What did ya think? Would s’mores be the new golden carrots, or perhaps just dried kelp 2.0? Is Restfulness a good status effect or not, and would the dark orange fart bubbles it'd shove in your face make you think not? And most importantly, how’s the bandage mechanic? I had to study how the current in-game healing system works for a few days while I was planning this suggestion out, and it occurred to me a cooldown and a limit on what’s basically cheaper regen beacon would balance things out.
Thank you all for reading! And yo, before you go berate that kid, have a s’more...
Edit: I feel like a lot of people are simply upvoting for the first few paragraphs. This suggestion has nothing to do with bears or any big forest update. As I said all throughout this post, chill out with the big things on your mind. I just want a simple campfire update. And for the people wondering what this post has to do with woodland biomes, it's a woodland-themed suggestion, like how campfires and sweet berry bushes were added for taigas in 1.14 despite them not really looking, at least on the visual side, like something made for taigas.
Edit 2: The bears, waterfalls and everything else I mentioned in the beginning of the post are not the suggestion. S'mores and the Restfulness effect were. And I am very, very aware now that marshmallows are not a medieval-type food. Isn't this the game where circuitry is a thing, quartz building materials exist and so does vanilla cake? I thought so. Please, my inbox is being torn to shreds by people saying one of these two things, some getting mad (?) in the process.
submitted by TheOneWithManyMobs to minecraftsuggestions

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