This is an idea to help get new blocks into old worlds without going into creative.
We currently have a resettable nether. Why not add an option to add a bonus chest into the nether when you reset the nether?
To be effective, the bonus chest could randomly have in it ANY block that the game currently has available in survival, but would favor new, growable items like jungle wood saplings. This would make it possible for the very early worlds that had no clay to had clay in the game. It would also allow new worlds to obtain items that did not generate in those worlds (like spruce trees in a survival island world or like the Mass Effect world which does not generate with any cacti and almost no sandstone and very limited sand due to the conversion of the deserts into endstone).
It could spawn in the nether near the nether coordinates of any portal that is already constructed in the overworld at the time the nether is reset (thereby giving the player a good chance of finding it when they enter the reset nether for the first time). It would behave exactly as an overworld bonus chest; that is, if the player breaks it, a new one would spawn in the same area the next time a player enters the nether.
However, the host player should also have the option of turning the nether chest off again or on whenever they opt to reset the nether (which would eliminate the annoyance of it continually respawning if someone wants to build in the nether near the portal.
Anything is a little too much since it could technically include any ore as well, making it possible to farm valuable with enough time.
I like the idea of being able to acquire cacti, clay, etc., though, but it should stay for the more limited/non-existable items for worlds.
Anything is a little too much since it could technically include any ore as well, making it possible to farm valuable with enough time.
I like the idea of being able to acquire cacti, clay, etc., though, but it should stay for the more limited/non-existable items for worlds.
I was thinking more in terms of when emeralds are put into the game. More valuable items could be keyed to only appear in the chest very, very rarely and only in very limited amounts; whereas the various growable items could be found in the chest much more frequently and more utilitarian non-growable blocks (like clay) could appear relatively frequently and in stacks (so that a person could eventually build something useful with them even if their world never included that item before). This would make it rather impractical to try to "farm" things like diamonds using the chest. However, I would certainly not be adverse to them leaving diamonds out of such a chest. There are also some items that would not need to be included simply because they may already be included in the overworld bonus chest.
I was thinking only more limited items for worlds should be included....
Sand
All tree/saplings.
Pumpkins
Melons
Cacti
Lily pads
Clay
Snow blocks
Adding villager eggs would be a stretch, but....
Same with Mooshrooms and Ocelots.
Emerald (or Ruby if I'm lucky) Ores could be debatable....
Mycelium?
Things like stone and such wouldn't be necessary because...you made it to the Nether.
Common items have no need in there since I have yet to see even a booming server have a shortage or any ore...or dirt.
I was thinking only more limited items for worlds should be included....
Sand
All tree/saplings.
Pumpkins
Melons
Cacti
Lily pads
Clay
Snow blocks
Adding villager eggs would be a stretch, but....
Same with Mooshrooms and Ocelots.
Emerald (or Ruby if I'm lucky) Ores could be debatable....
Mycelium?
Things like stone and such wouldn't be necessary because...you made it to the Nether.
Common items have no need in there since I have yet to see even a booming server have a shortage or any ore...or dirt.
I would probably eliminate sand, since it has been in the game from the beginning and actually was in greater abundance in the oldest worlds. (Except in the Mass Effect world where sand and sandstone have been essentially replaced with endstone.) I would, however, include the following (as they are or will become available in survival in newer worlds as structures were added):
Stone Bricks, including some cracked and mossy (became available when strongholds were added)
Chiseled stone and chiseled sandstone (will become available when/if jungle temples and desert temples are added)
Colored clays (will become available when/if mesa biomes are added)
End Stone (which would be handy if wanting to play Survival Mass Effect Mash-Up in an older world before the End was added to the game)
... and I'm sure I'm missing some due to my unfamiliarity with the PC version. (Note to mikethemidget - I do believe this suggestion is significantly different than what the PC vanilla version has. If there is a mod that does this, I have no knowledge of it.)
I would add nether brick, but that wouldn't need to be added since initial generation of the chest would require a nether reset which would automatically add a fortress. I would add villager eggs (to perhaps a max. of 2 at a time and only rarely).
The major difference I see from the proposals already made to add some of these items in overworld chests is that the generation of the chest or not could be strictly controlled by the host of a world since they already control when the nether is reset. In addition, as you mentioned, the player has to make it to the nether to access the chest rather than just spawn into the game. The host could opt to toggle the chest off again and reset the nether... at which point no more new items would be added to the world until the host opts to toggle the chest back on and reset the nether again.
I suppose that if there are concerns about people boosting using the chest, then it could be programmed instead to generate only one time for each nether reset (rather than reappearing if broken as the overworld bonus chests currently do).
My thinking was that the main purpose of a nether reset was to enable the addition of nether fortresses and nether wart... so, if these reset nethers can be optionally made to generate with a bonus chest... then other items missing from older worlds could be added to old worlds at the same time as nether fortresses and nether wart. Even if the chest does very rarely contain valuable items (like emeralds and rubies), it would still be very inconvenient and time consuming (not to mention boring) to try to boost leaderboards, etc. using a nether bonus chest. If the current format of the leaderboards stays, then emeralds and rubies won't even be on the leaderboards to worry about boosting mining stats... and if they appear in the chest only in their entity form (rather than as ores), they couldn't be "mined" anyways.
I'm not too crazy about this... unless you put said chest somewhere inside the Nether Fortress, and not right outside the spawned Nether Portal... at least make it somewhat of a prize to obtain...
Of course, the game could just supply random main world items (or a complete set of the basic missed items) to compensate for items that are not available at all in the current game. (Either due to ill luck of the draw, or due to a recent even # TU addition)
I was thinking only more limited items for worlds should be included....
Sand
All tree/saplings.
Pumpkins
Melons
Cacti
Lily pads
Clay
Snow blocks
Adding villager eggs would be a stretch, but....
Same with Mooshrooms and Ocelots.
Emerald (or Ruby if I'm lucky) Ores could be debatable....
Mycelium?
Things like stone and such wouldn't be necessary because...you made it to the Nether.
Common items have no need in there since I have yet to see even a booming server have a shortage or any ore...or dirt.
We currently have a resettable nether. Why not add an option to add a bonus chest into the nether when you reset the nether?
To be effective, the bonus chest could randomly have in it ANY block that the game currently has available in survival, but would favor new, growable items like jungle wood saplings. This would make it possible for the very early worlds that had no clay to had clay in the game. It would also allow new worlds to obtain items that did not generate in those worlds (like spruce trees in a survival island world or like the Mass Effect world which does not generate with any cacti and almost no sandstone and very limited sand due to the conversion of the deserts into endstone).
It could spawn in the nether near the nether coordinates of any portal that is already constructed in the overworld at the time the nether is reset (thereby giving the player a good chance of finding it when they enter the reset nether for the first time). It would behave exactly as an overworld bonus chest; that is, if the player breaks it, a new one would spawn in the same area the next time a player enters the nether.
However, the host player should also have the option of turning the nether chest off again or on whenever they opt to reset the nether (which would eliminate the annoyance of it continually respawning if someone wants to build in the nether near the portal.
I like the idea of being able to acquire cacti, clay, etc., though, but it should stay for the more limited/non-existable items for worlds.
Stay fluffy~
I was thinking more in terms of when emeralds are put into the game. More valuable items could be keyed to only appear in the chest very, very rarely and only in very limited amounts; whereas the various growable items could be found in the chest much more frequently and more utilitarian non-growable blocks (like clay) could appear relatively frequently and in stacks (so that a person could eventually build something useful with them even if their world never included that item before). This would make it rather impractical to try to "farm" things like diamonds using the chest. However, I would certainly not be adverse to them leaving diamonds out of such a chest. There are also some items that would not need to be included simply because they may already be included in the overworld bonus chest.
Common items have no need in there since I have yet to see even a booming server have a shortage or any ore...or dirt.
Stay fluffy~
I would probably eliminate sand, since it has been in the game from the beginning and actually was in greater abundance in the oldest worlds. (Except in the Mass Effect world where sand and sandstone have been essentially replaced with endstone.) I would, however, include the following (as they are or will become available in survival in newer worlds as structures were added):
Stone Bricks, including some cracked and mossy (became available when strongholds were added)
Chiseled stone and chiseled sandstone (will become available when/if jungle temples and desert temples are added)
Colored clays (will become available when/if mesa biomes are added)
End Stone (which would be handy if wanting to play Survival Mass Effect Mash-Up in an older world before the End was added to the game)
... and I'm sure I'm missing some due to my unfamiliarity with the PC version. (Note to mikethemidget - I do believe this suggestion is significantly different than what the PC vanilla version has. If there is a mod that does this, I have no knowledge of it.)
I would add nether brick, but that wouldn't need to be added since initial generation of the chest would require a nether reset which would automatically add a fortress. I would add villager eggs (to perhaps a max. of 2 at a time and only rarely).
The major difference I see from the proposals already made to add some of these items in overworld chests is that the generation of the chest or not could be strictly controlled by the host of a world since they already control when the nether is reset. In addition, as you mentioned, the player has to make it to the nether to access the chest rather than just spawn into the game. The host could opt to toggle the chest off again and reset the nether... at which point no more new items would be added to the world until the host opts to toggle the chest back on and reset the nether again.
I suppose that if there are concerns about people boosting using the chest, then it could be programmed instead to generate only one time for each nether reset (rather than reappearing if broken as the overworld bonus chests currently do).
My thinking was that the main purpose of a nether reset was to enable the addition of nether fortresses and nether wart... so, if these reset nethers can be optionally made to generate with a bonus chest... then other items missing from older worlds could be added to old worlds at the same time as nether fortresses and nether wart. Even if the chest does very rarely contain valuable items (like emeralds and rubies), it would still be very inconvenient and time consuming (not to mention boring) to try to boost leaderboards, etc. using a nether bonus chest. If the current format of the leaderboards stays, then emeralds and rubies won't even be on the leaderboards to worry about boosting mining stats... and if they appear in the chest only in their entity form (rather than as ores), they couldn't be "mined" anyways.
Of course, the game could just supply random main world items (or a complete set of the basic missed items) to compensate for items that are not available at all in the current game. (Either due to ill luck of the draw, or due to a recent even # TU addition)
I like the villager egg idea