Minecraft should enhance gameplay by adding climate change. This will also teach people the hazards of using polluting items. When the player uses the furnace, smoker, and anything that pollutes the environment, the biome temperatures slowly increase. Every minute a furnace or smoker is on, or fire exists outside, the biome temperatures increase by .005. When the temperature increases, snow starts to melt, thunderstorms gets more intense (more and stronger lightning, and longer duration), and sea levels increase.
Air pollution:
Whenever a polluting item is used or there's fire, Minecraft will have an Air Quality Index (AQI) programmed in Minecraft, and when it gets higher, you start to take damage from the outside air (along with other mobs). This will provide a good defense for your house as hostile mobs will take damage from air pollution before they reach your house. There will be a new item called a gas mask, which you make from string and 3 wool. The gas mask protects you from the bad air, but if you wear it for three days, it becomes useless from all the CO2 you breathe on it.
So players are punished for using blocks that are required to get a variety of items (short of building a bunch of various mob/item grinders)? That sounds absolutely not fun at all.
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This is basically a punishment for advancing into the game and not even a fun one in the slightest. Survival and vanilla servers would be hell with this added. Big no support on this.
Minecraft should enhance gameplay by adding climate change. When the player uses the furnace, smoker, and anything that pollutes the environment, the biome temperatures slowly increase. Every minute a furnace or smoker is on, or fire exists outside, the biome temperatures increase by .005. When the temperature increases, snow starts to melt, thunderstorms gets more intense (more and stronger lightning, and longer duration), and sea levels increase.
"Snow starts to melt" and "sea levels increase" would be obnoxious, griefy things; and I don't understand why doing any of these is a reasonable punishment for just smelting an item. Especially when the player often needs to smelt huge numbers of items. I could see how pollution punishments- if they were designed in an interesting fashion -might be an interesting obstacle for people trying to industrialize to speed up their furnace production with hoppers and mass scale, but I feel like it'd be better if there was a way to counter this obstacle.
Air pollution:
Whenever a polluting item is used or there's fire, Minecraft will have an AQI programmed in Minecraft,
Can you just for a moment assume that I don't know what an AQI is since I grew up with the programming and computers parents and not the climate change and virtue signaling parents?
and when it gets higher, you start to take damage from the outside air (along with other mobs). This will provide a good defense for your house as hostile mobs will take damage from air pollution before they reach your house. There will be a new item called a gas mask, which you make from string and 3 wool. The gas mask protects you from the bad air, but if you wear it for three days, it becomes useless from all the CO2 you breathe on it.
So... you're required to wear this item simply to stay alive in an area? That doesn't sound... fun... at all. Also, a half-competent player can have a half a stack of Wool and stacks of String by mid-game if they aren't the kind of person who plays in peaceful because he's kinda pathetic at combat. (heh heh, totally not me, I'm just the combat master)
I don't think this suggestion fits Minecraft thematically at all (obviously) but I also don't think bad air sounds fun since it can be prevented by just a gas mask.
I also don't think this implementation of pollution is an interesting problem for the player to deal with. In fact, it kinda forces the player to either play as a hermit, moving from biome to biome to avoid wrecking biomes, or to build their industry in a far away biome where climate change won't affect their residential area. (The latter one sounds somewhat interesting, but I don't think it should be required in order to just smelt a stack of iron ore.)
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Really, why would we want this? And every MINUTE a furnace is on, the climate changes? That seems ridiculous, the whole world will eventually be underwater. And what about height limit? Would the water stop rising after around 20 blocks, or will it just rise to height limit? With sea levels "rising" how would you even tell what is "sea" and what is not "sea"? Will all the air blocks below level 63 turn to water, or will it just be air blocks that go from the "ground" to the top of the world?
There is a lot of explanation needed. I still wouldn't support the suggestion even if you did explain all this.
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I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
Really, why would we want this? And every MINUTE a furnace is on, the climate changes? That seems ridiculous, the whole world will eventually be underwater. And what about height limit? Would the water stop rising after around 20 blocks, or will it just rise to height limit? With sea levels "rising" how would you even tell what is "sea" and what is not "sea"? Will all the air blocks below level 63 turn to water, or will it just be air blocks that go from the "ground" to the top of the world?
There is a lot of explanation needed. I still wouldn't support the suggestion even if you did explain all this.
The sea level rises because ice melts, so the maximum rise will depend on the amount of ice in the world. Airblocks right above the sea level will turn to water.
If you really wanted any of this, mods already provide it, and gives people the 'option' to use such 'features' in their modpacks if they want 'difficulty', 'realism' and 'more'. For the main game though I'd say no way. I like the way the game is honestly. And mods to further what directions I know won't happen and I'm ok with the choices I can go with if I'm in the mood for one, but not the other. The main game is in a on and off great or good place but it's not terrible it needs 'realism' and 'punishments' to the player. That's no fun. Use mods for tornados and harsh weather conditions, climate change, pollution, and otherwise, they might have what your already looking for.
Dude, you forgot the cow farts...anyone who knows anything about this subject knows that cows are a significant source of methane. Since Minecraft also happens to have a vastly-increased bovine population to support the mass (singular, we're just really addicted to hoarding and overengineering), it's only logical to include this in the idea.
On a more serious note, though, there'd be no way to really track this because there's not enough of the world available to look at at any one time. Unloaded chunks literally only exist on disk and don't get impacted by any in-game calculation, and you could potentially end up with entirely the "wrong" chunks that are loaded (ie, one session might have zero climate change going on but then the next session you might have moved to a desert and now the calculation is saying the world is too hot.) Additionally, what about lazy chunks? Water doesn't flow there, so I imagine any system keeping track of pollution would suffer a similar issue (just keep the polluting area far enough away to be lazy and suddenly you no longer have pollution).
Aside from that, though, mass liquid flow tends to be game-breakingly laggy. Placing down a million or two new blocks is similarly laggy, so Mojang would probably have to place water randomly and have it spread/create infinite springs to fill in the gaps.
So... you're required to wear this item simply to stay alive in an area?
Required? Hardly. We already have a reasonable precedent in the form of underwater survival. Just replace the parts specific to underwater breathing with clean-air breathing and you will instantly have a system that everyone is completely okay with (because they're already okay with it as applied to water).
Now, what is this idea missing? Firstly, it's probably unreasonable to expect the player to just run out of the cloud because there's a much larger proportion of land than water and so a much greater frequency of fire potential. That said, does this mean we need to find a different low-level way to replenish air or does this mean we need to adjust worldgen to create more water (maybe not as much as in the past with the endless oceans)? That's a rhetorical question, but it demonstrates the tangential type of thinking that goes into modifying an idea into something workable. One way to handle this would be through forestry...more trees means less pollution and enough trees should mean no pollution. Perhaps a more elegant system would be to allow trees to absorb pollution at a steady rate, slowly turning their leaves to a dead-leaf variant (similar, I guess, to the rate of leaf decay). We can already instant-grow trees on demand using bone meal, so replacing a dead tree with a new one shouldn't be that big of a deal and because the leaves are visibly changing we can easily tell when it's time to do so. Another way to handle this could be by adding a new property to all biomes that establishes a natural variation in polution levels; in theory this could mean you could more easily manage your exposure to it without having to always travel really far (for example, waterways take in a lot of CO2 so perhaps rivers and oceans could be naturally less polluted or even be the zero line)
Right, so now we've (sort of) established an at-will way to generate pockets of clean air. What's next? In theory, we will eventually come across some pretty toxic areas...a forest fire, a new volcano structure that just automatically generates a significant level of pollution, a new biome property that sets a baseline for pollution there (swamps and other "decaying" biomes might naturally have more pollutants while oceans and rivers might naturally have less). A midline assemblage to allow us to brave the inferno to do work on it would help. That's where the gas mask comes in, but more permanent solutions could be more enchanted eq similar to the aqua affinity helmets we use under water.
Finally, now that we're engaging the beast and hopefully beating it back into its cage, we don't want to constantly be geared up for war in the safety of our own base, right? A final solution is needed, and that's where yet another beacon-type structure comes into play. This could be simply a new enchant effect for the existing beacon, or it could be a third type (a windmill? A Big Freakin' Fan (hah, BFFs for life!)? An ancient tree or something akin to Yggdrasil's little brother?). There are plenty of cool beacon ideas that avoid the ugly-pyramid construct that potentially might be going away (in the sense of replacing it with something more epic than a storage-block pyramid, not in the sense of getting rid of the effects).
People, please limit the discussion to the idea being suggested. This is not a discussion about IRL climate change, it is a discussion about an idea for Minecraft.
As evidenced by the post above, any attempt to inject this idea into MC will be highly divisive.
Further, the MC universe is one of parellel infinite flat worlds, each orbited by a sun and moon…
Along with the infinite cantilevers, appples from oak trees, spontaneous generation of life, undead, nine-meter mushrooms, magic, insta-grow trees, and trans-dimensional gateways attempts to insert the pretense of real world physics will fail.
The proposal is also entirely one sided as player actions (as described) are able only to damage the environment (and that only in a specific direction).
Allowing, per argumentum, that individual cook fires would be able to produce a measurable warming effect [as refutation has been prohibited], logic mandates that other actions by individuals ought be able to produce measurable effects in the opposite direction.
The most obvious candidate for a MC physics cooling source would be lava quenching.
Similarly, if (again per argumentum) individual fires are able to increase CO2 levels, a countervailing effect of carbon sequestration via individual storage of wood and other plant products must also be allowed.
Given the one-sided nature of the original proposal: NO SUPPORT
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Minecraft should enhance gameplay by adding climate change. This will also teach people the hazards of using polluting items. When the player uses the furnace, smoker, and anything that pollutes the environment, the biome temperatures slowly increase. Every minute a furnace or smoker is on, or fire exists outside, the biome temperatures increase by .005. When the temperature increases, snow starts to melt, thunderstorms gets more intense (more and stronger lightning, and longer duration), and sea levels increase.
Air pollution:
Whenever a polluting item is used or there's fire, Minecraft will have an Air Quality Index (AQI) programmed in Minecraft, and when it gets higher, you start to take damage from the outside air (along with other mobs). This will provide a good defense for your house as hostile mobs will take damage from air pollution before they reach your house. There will be a new item called a gas mask, which you make from string and 3 wool. The gas mask protects you from the bad air, but if you wear it for three days, it becomes useless from all the CO2 you breathe on it.
Maybe a fun mod, but not detailed out enough for support. Are there any alternatives to the climate change such as renewable or nuclear energy. If not, I don't see any reason I should support this. This would be one way to limit super overpowered autosmelters, but mob farms are atm more in need of nerfing.
Minecraft should enhance gameplay by adding climate change. This will also teach people the hazards of using polluting items. When the player uses the furnace, smoker, and anything that pollutes the environment, the biome temperatures slowly increase. Every minute a furnace or smoker is on, or fire exists outside, the biome temperatures increase by .005. When the temperature increases, snow starts to melt, thunderstorms gets more intense (more and stronger lightning, and longer duration), and sea levels increase.
Air pollution:
Whenever a polluting item is used or there's fire, Minecraft will have an Air Quality Index (AQI) programmed in Minecraft, and when it gets higher, you start to take damage from the outside air (along with other mobs). This will provide a good defense for your house as hostile mobs will take damage from air pollution before they reach your house. There will be a new item called a gas mask, which you make from string and 3 wool. The gas mask protects you from the bad air, but if you wear it for three days, it becomes useless from all the CO2 you breathe on it.
So players are punished for using blocks that are required to get a variety of items (short of building a bunch of various mob/item grinders)? That sounds absolutely not fun at all.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
This is basically a punishment for advancing into the game and not even a fun one in the slightest. Survival and vanilla servers would be hell with this added. Big no support on this.
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"Snow starts to melt" and "sea levels increase" would be obnoxious, griefy things; and I don't understand why doing any of these is a reasonable punishment for just smelting an item. Especially when the player often needs to smelt huge numbers of items. I could see how pollution punishments- if they were designed in an interesting fashion -might be an interesting obstacle for people trying to industrialize to speed up their furnace production with hoppers and mass scale, but I feel like it'd be better if there was a way to counter this obstacle.
Can you just for a moment assume that I don't know what an AQI is since I grew up with the programming and computers parents and not the climate change and virtue signaling parents?
So... you're required to wear this item simply to stay alive in an area? That doesn't sound... fun... at all. Also, a half-competent player can have a half a stack of Wool and stacks of String by mid-game if they aren't the kind of person who plays in peaceful because he's kinda pathetic at combat. (heh heh, totally not me, I'm just the combat master)
I don't think this suggestion fits Minecraft thematically at all (obviously) but I also don't think bad air sounds fun since it can be prevented by just a gas mask.
I also don't think this implementation of pollution is an interesting problem for the player to deal with. In fact, it kinda forces the player to either play as a hermit, moving from biome to biome to avoid wrecking biomes, or to build their industry in a far away biome where climate change won't affect their residential area. (The latter one sounds somewhat interesting, but I don't think it should be required in order to just smelt a stack of iron ore.)
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
*reads about pollution* AUTO NO SUPPORT.
Really, why would we want this? And every MINUTE a furnace is on, the climate changes? That seems ridiculous, the whole world will eventually be underwater. And what about height limit? Would the water stop rising after around 20 blocks, or will it just rise to height limit? With sea levels "rising" how would you even tell what is "sea" and what is not "sea"? Will all the air blocks below level 63 turn to water, or will it just be air blocks that go from the "ground" to the top of the world?
There is a lot of explanation needed. I still wouldn't support the suggestion even if you did explain all this.
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
The sea level rises because ice melts, so the maximum rise will depend on the amount of ice in the world. Airblocks right above the sea level will turn to water.
Yeah... doing that would flood the caves. Still no support.
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
If you really wanted any of this, mods already provide it, and gives people the 'option' to use such 'features' in their modpacks if they want 'difficulty', 'realism' and 'more'. For the main game though I'd say no way. I like the way the game is honestly. And mods to further what directions I know won't happen and I'm ok with the choices I can go with if I'm in the mood for one, but not the other. The main game is in a on and off great or good place but it's not terrible it needs 'realism' and 'punishments' to the player. That's no fun. Use mods for tornados and harsh weather conditions, climate change, pollution, and otherwise, they might have what your already looking for.
No support sorry.
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Dude, you forgot the cow farts...anyone who knows anything about this subject knows that cows are a significant source of methane. Since Minecraft also happens to have a vastly-increased bovine population to support the mass (singular, we're just really addicted to hoarding and overengineering), it's only logical to include this in the idea.
On a more serious note, though, there'd be no way to really track this because there's not enough of the world available to look at at any one time. Unloaded chunks literally only exist on disk and don't get impacted by any in-game calculation, and you could potentially end up with entirely the "wrong" chunks that are loaded (ie, one session might have zero climate change going on but then the next session you might have moved to a desert and now the calculation is saying the world is too hot.) Additionally, what about lazy chunks? Water doesn't flow there, so I imagine any system keeping track of pollution would suffer a similar issue (just keep the polluting area far enough away to be lazy and suddenly you no longer have pollution).
Aside from that, though, mass liquid flow tends to be game-breakingly laggy. Placing down a million or two new blocks is similarly laggy, so Mojang would probably have to place water randomly and have it spread/create infinite springs to fill in the gaps.
Required? Hardly. We already have a reasonable precedent in the form of underwater survival. Just replace the parts specific to underwater breathing with clean-air breathing and you will instantly have a system that everyone is completely okay with (because they're already okay with it as applied to water).
Now, what is this idea missing? Firstly, it's probably unreasonable to expect the player to just run out of the cloud because there's a much larger proportion of land than water and so a much greater frequency of fire potential. That said, does this mean we need to find a different low-level way to replenish air or does this mean we need to adjust worldgen to create more water (maybe not as much as in the past with the endless oceans)? That's a rhetorical question, but it demonstrates the tangential type of thinking that goes into modifying an idea into something workable. One way to handle this would be through forestry...more trees means less pollution and enough trees should mean no pollution. Perhaps a more elegant system would be to allow trees to absorb pollution at a steady rate, slowly turning their leaves to a dead-leaf variant (similar, I guess, to the rate of leaf decay). We can already instant-grow trees on demand using bone meal, so replacing a dead tree with a new one shouldn't be that big of a deal and because the leaves are visibly changing we can easily tell when it's time to do so. Another way to handle this could be by adding a new property to all biomes that establishes a natural variation in polution levels; in theory this could mean you could more easily manage your exposure to it without having to always travel really far (for example, waterways take in a lot of CO2 so perhaps rivers and oceans could be naturally less polluted or even be the zero line)
Right, so now we've (sort of) established an at-will way to generate pockets of clean air. What's next? In theory, we will eventually come across some pretty toxic areas...a forest fire, a new volcano structure that just automatically generates a significant level of pollution, a new biome property that sets a baseline for pollution there (swamps and other "decaying" biomes might naturally have more pollutants while oceans and rivers might naturally have less). A midline assemblage to allow us to brave the inferno to do work on it would help. That's where the gas mask comes in, but more permanent solutions could be more enchanted eq similar to the aqua affinity helmets we use under water.
Finally, now that we're engaging the beast and hopefully beating it back into its cage, we don't want to constantly be geared up for war in the safety of our own base, right? A final solution is needed, and that's where yet another beacon-type structure comes into play. This could be simply a new enchant effect for the existing beacon, or it could be a third type (a windmill? A Big Freakin' Fan (hah, BFFs for life!)? An ancient tree or something akin to Yggdrasil's little brother?). There are plenty of cool beacon ideas that avoid the ugly-pyramid construct that potentially might be going away (in the sense of replacing it with something more epic than a storage-block pyramid, not in the sense of getting rid of the effects).
People, please limit the discussion to the idea being suggested. This is not a discussion about IRL climate change, it is a discussion about an idea for Minecraft.
- sunperp
As evidenced by the post above, any attempt to inject this idea into MC will be highly divisive.
Further, the MC universe is one of parellel infinite flat worlds, each orbited by a sun and moon…
Along with the infinite cantilevers, appples from oak trees, spontaneous generation of life, undead, nine-meter mushrooms, magic, insta-grow trees, and trans-dimensional gateways attempts to insert the pretense of real world physics will fail.
The proposal is also entirely one sided as player actions (as described) are able only to damage the environment (and that only in a specific direction).
Allowing, per argumentum, that individual cook fires would be able to produce a measurable warming effect [as refutation has been prohibited], logic mandates that other actions by individuals ought be able to produce measurable effects in the opposite direction.
The most obvious candidate for a MC physics cooling source would be lava quenching.
Similarly, if (again per argumentum) individual fires are able to increase CO2 levels, a countervailing effect of carbon sequestration via individual storage of wood and other plant products must also be allowed.
Given the one-sided nature of the original proposal: NO SUPPORT
Maybe a fun mod, but not detailed out enough for support. Are there any alternatives to the climate change such as renewable or nuclear energy. If not, I don't see any reason I should support this. This would be one way to limit super overpowered autosmelters, but mob farms are atm more in need of nerfing.