Not sure if this has already been suggested but browsing through old and new topics there are various discussions about different types of challenges to do on MC. How about this one...You can do anything in the game you want to do in order to get to the End, with one exception, you are not allowed to build chests.
I'm not sure how challenging that would be, haven't tried yet. But might be fun to play knowing that you can't stash stuff and that everything you need to complete the game has to be carried at all times?
This is very similar to my "One-Chest Challenge" idea and it actually plays quite well. I forced the emptying of my inventory each time I left the game, so the number of "permanent" storage slots works out the same. Having the one chest, though, allows you to have double the items on the go as you're actually building.
Overall, I found that limiting storage actually encouraged me to build more than I had in other worlds (as opposed to impeding building). Because I couldn't store the materials I collected, I was forced to find ways to use them up in builds (since one of the rules of my challenge was that nothing could be intentionally incinerated or left to despawn). The building styles, however, wound up being a little more hodge-podge than I would have liked.
I also had to keep farming and hunting to an as needed basis, otherwise my available slots were quickly filled up with food items (I ate a lot of rotten flesh since I kept collecting it because I had to kill zombies to survive their attacks.)
I'll probably give no chest a try sometime soon (after I finish up with my current worlds).
I also like the idea of free roaming the map without having a base of operation, hobo style! Perhaps when your inventory is full, make a chest, fill it with stuff you don't really need right now and then bury it and move on. Could be fun going back to areas and trying to remember where you buried stuff. I find doing the no chest or one chest only approach makes me use everything as you have said, i.e. ad hoc building, etc., and stops me hoarding stuff that i'll never use. I have chests full of red stone and other items that never get used for the rest of the game (I mostly only play survival). The reason I thought of playing this way was that I spend ages in a new world getting established, building a nice house and filling it with junk, then going into the End game and never using any of it. I wanted to try playing it in a more efficient manner. Kind of a lifestyle choice I suppose. I am a terrible hoarder in real life and I noticed I was playing the game in the same way I run my life. I now find it quite liberating to have very little, just the things I need to survive.
Extrapolating this to another idea, I was also thinking about setting up a wild west map. It could be interesting to have two teams, the American settlers and the native Americans. The settlers pillage the land, build railroads, etc and the native Americans just take what they need and live off the land. Could create some interesting conflicts and dynamics in the game if certain rules for character types were laid out at the start.
I'm not sure how challenging that would be, haven't tried yet. But might be fun to play knowing that you can't stash stuff and that everything you need to complete the game has to be carried at all times?
Dispensers and Furnaces would function as "chests" then.
Stay fluffy~
I think I was just getting at the idea that you couldn't store anything, just completing the game with inventory only.
Overall, I found that limiting storage actually encouraged me to build more than I had in other worlds (as opposed to impeding building). Because I couldn't store the materials I collected, I was forced to find ways to use them up in builds (since one of the rules of my challenge was that nothing could be intentionally incinerated or left to despawn). The building styles, however, wound up being a little more hodge-podge than I would have liked.
I also had to keep farming and hunting to an as needed basis, otherwise my available slots were quickly filled up with food items (I ate a lot of rotten flesh since I kept collecting it because I had to kill zombies to survive their attacks.)
I'll probably give no chest a try sometime soon (after I finish up with my current worlds).
Extrapolating this to another idea, I was also thinking about setting up a wild west map. It could be interesting to have two teams, the American settlers and the native Americans. The settlers pillage the land, build railroads, etc and the native Americans just take what they need and live off the land. Could create some interesting conflicts and dynamics in the game if certain rules for character types were laid out at the start.