Overview
A suggestion to implement the use of Bag Packs and Tool Kits.
Reasons
I have been playing Minecraft for a couple of days and I realised your inventory fills up pretty quickly, especially when you are gathering resources in caverns and mineshafts. Of course, there are many alternatives users have done, such as carrying a furnace and crafting table around, as well as building rails that lead to a storage room.
However, I feel that by having Bag Packs and Tool Kits, the idea of exploration and adventure can be further expanded, opening up other possibilies such as having game modes where users are placed in a labyrinth/maze where they are only allowed to carry Bag Packs and Tool Kits but not crafting tables, chests and furnaces.
Uses
Bag Packs
Basically, bag packs helps to expand the user's inventory, and can be seperated into seperate tiers. For example, a basic bag pack (Lowest Tier) increases the user's inventory by 9. Further tiers obtainable through using more advanced building materials or enchantment can further increase the user's inventory space, or even allow for more Wearable or Equippable (?) items. Maybe higher tiered bag packs will allow users to wear additional armor/accessories such as necklaces or basic capes that have enchantment capabilities or just for plain decorative purposes.
Bag packs can also be linked to the use of tool kits (Which I will elaborate further below). However, the use of bag packs can be limited so that it does not make Chests obsolete. For example, upon death, the bag pack is destroyed (but the items held by the bag pack are not). This means the user will have to make two or more runs to get all of their items back. This will introduce a 'risk' factor in mining and adventuring, in which you will have to balance between getting too greedy and filling every single slot with rare gems, and considering the possibility of dying and potentially losing more items or getting looted* by other players in multiplayer servers.
Tool Kits
Tool kits are really similar to a crafting table, with the addition of mobility and possibly, furnace features. Tool Kits can be carried around, just like a crafting table. However, there won't be any need to place it down, craft your item, and pick up your crafting table again. Instead, when you have a toolkit in your inventory, your usual 2x2 workspace has now expanded to a larger workspace. This will allow crafting on-the-go and allow for longer adventures to be carried out without the occassional pause that usually involves crafting a crafting table, placing it down, and what not.
As usual, tool kits can be tiered, with a low tier tool kit having very low durability (I will explain more about durability in a moment) and just the usual 3x3 work space, while a high tier tool kit may have additional features such as a mini-furnace, a minecraft clock, compass or even maps.
Of course, these may be considered as overpowered features which may require tweaking and what not. Too prevent the overuse or abuse of tool kits which may render crafting tables rarely being used or obsolete, tool kits can have certain limitations. One big factor is durability. Tool kits suffer a loss in durability everytime a tool is crafted. To make it even more challenging, the loss of durability is greater if it is used to craft complex or rare materials. For example, maybe crafting a diamond sword with a tool kit would result in a loss of 10 durability points, as compared to losing only 3 durability points if a stone sword were to be crafted.
Tool kits could also be unrepairable (?), and may even require a user to have a bag pack before a tool kit can be used. This would then further improve the 'risk' factor as mentioned before, in which an user might lose his high tier tool kit if he dies as the tool kit is a sub-component of the bag pack itself. The furnace feature of a tool kit may also require the usage of more fuel, and a slower melting time.
Additional Suggestion Pointers
- Only one bag pack should be allowed to carry at one time so that inventory loops or infinite inventory systems do not occur. (Credits to EnderBorn1)
Additional Notes
In my opinion, these two suggestions should greatly improve the idea behind adventuring and mining, both which I view are very important and core aspects of Minecraft. I apologise for adding two suggestions in one thread, but I personally feel this two items would work together with great synergy, hence I decided to go ahead and have two suggestions under one thread. These suggestions could be further improved, without doubt, and I welcome any constructive feedbacks and criticisms with regards to the feasiblity of this idea.
Also, this is my first post in the forums. I have done a bit of reading on the rules as well as searching up these ideas. I sincerely apologise for any mistakes that I have made, or overlooked certain threads that have already came up with such ideas.
My English is not top-notch, which is why I may have included "(?)" symbols beside certain words or phrases. They usually indicate that I am unsure of the spelling of the word or that I have not much idea if I am putting any logic in there.
This is one of the best Idea I have read in a while
Thank you.
the one thing I would change is for a back pack slot and a tool kit slot
the back pack slot so some one can't have a infinitive inventory (back pack inside of back pack)
if you have something in your backpack and take the backpack off, the stuff falls on the ground
the tool kit solt so the game knows which kit to damage.
Yes, possibly a seperate GUI screen or an expanded inventory screen just for items like those so that this loop does not occur or get abused.
Finally there should be crafting kits, furnace kits, and the explorer kit. the explorer kit show a map, compass, and a clock.
I like the idea of an explorer kit. It sorts of add an element to the Adventure Mode, and maybe cave/shaft explorations in Survival Modes. Also, higher tiered explorer kits could have maps, compasses or clocks that actually appear on the screen (Like a minimap?). Just a random thought though
I kind of like this idea. Perhaps there could be a limited number of extra inventory spaces which could only be occupied by a "backpack" and not by any other item?
I think that having only 3 extra inventory spaces would be realistic. Each would be able to hold only a backpack and while being held would add another 9 inventory spaces (one row).
I don't think that the tool kit or box would be of much use, but the backpack would be useful as well as being easier to implement (I know a thing or two about programming).
The backpacks should not be too easy to obtain, so I suggest requiring either 8 leather or 6 leather and 2 iron (for the fastenings).
Suggestion 1:
Suggestion 2:
I'd also like a dropped backpack (eg from player death) to drop as a placeable block like a small chest, but that may be too difficult to implement.
I like the idea of an explorer kit. It sorts of add an element to the Adventure Mode, and maybe cave/shaft explorations in Survival Modes. Also, higher tiered explorer kits could have maps, compasses or clocks that actually appear on the screen (Like a minimap?). Just a random thought though
just another GREAT IDEA! (I'm full of them )
The Merchant Kit Or Wallet
what this does is that all of you emeralds are put in their own little place
and in the bottom left side of the screen you can see your emerald count.
this kit can hold up to 9 stacks of emeralds.
Rollback Post to RevisionRollBack
SUPPORT THEM!!!!! (also if your a new please click on the picture)
I kind of like this idea. Perhaps there could be a limited number of extra inventory spaces which could only be occupied by a "backpack" and not by any other item?
I think that having only 3 extra inventory spaces would be realistic. Each would be able to hold only a backpack and while being held would add another 9 inventory spaces (one row).
I don't think that the tool kit or box would be of much use, but the backpack would be useful as well as being easier to implement (I know a thing or two about programming).
The backpacks should not be too easy to obtain, so I suggest requiring either 8 leather or 6 leather and 2 iron (for the fastenings).
Suggestion 1:
Suggestion 2:
I'd also like a dropped backpack (eg from player death) to drop as a placeable block like a small chest, but that may be too difficult to implement.
I think that the bag pack ought to be destroyed upon death, but with the items dropping out. Dropping a bagpack upon death with the items in it is just too powerful imo.
Your inventory is already a backpack. These one-time upgrades are unnecessary.
Just to clarify, this bagpacks (Or is it called backpack? o.o) suggestions are not one-time upgrades. They serve to increase the capacity of your inventory (Or existing backpack since you said our inventories as already backpacks) with possible additional features, but with added cons and risks, like potentially losing more items in lava while mining and introducing more greed/risk factors.
It is true that such upgrades (craftable, and destroyed upon death) may not be effective in certain modes like Creative. But, I think it will really spice up other game modes, especially Adventure or even exploring mineshafts/caverns in Survival modes. Afterall, exploring, going on adventures and mining are the main factors that actually make Survival or Adventure modes really exciting and fun.
The Merchant Kit Or Wallet
what this does is that all of you emeralds are put in their own little place
and in the bottom left side of the screen you can see your emerald count.
this kit can hold up to 9 stacks of emeralds.
I'm not too sure about this It doesn't really make sense to be able to see your emeralds from your main screen. Unless you are talking about Minecraft having emerald as a form of currency, or something similar to it, then it might just be logical. Otherwise, I think it just takes up space and pressing the 'E' button to see how much emerald you have is probably more feasible given that emeralds do not have much purpose as of yet, other than trading (which is still pretty much in its development stage).
My point was, if you don't die in lava and get back your items every time, your backpack is forever. You have a bigger inventory after you have slain some cows.
Which was why I mentioned it will add a risk factor to Survival and Adventure modes. (And definitely in Multiplayer PVP maps). It is true you won't always die in lava, but other threats exists you see.
And if your backpack was forever, what would you do with it? The purpose to expand your inventory is to help with getting more stuffs in dungeons, etc. And I am pretty sure, even on peaceful mode, venturing into dungeons and sorts can be dangerous.
But I do get your point. Probably there should be a larger penalty (Maybe lose your items in your bagpacks upon death, or some?) so that it does not become a point that everytime you die, you just get a new bagpack and run back to your death spot and get your items back (Assuming you didn't fall into lava).
Edit: Btw, when I mention bag packs, I mean the additional inventory capacity gained from these bag packs. Not the original inventory.
A suggestion to implement the use of Bag Packs and Tool Kits.
Reasons
I have been playing Minecraft for a couple of days and I realised your inventory fills up pretty quickly, especially when you are gathering resources in caverns and mineshafts. Of course, there are many alternatives users have done, such as carrying a furnace and crafting table around, as well as building rails that lead to a storage room.
However, I feel that by having Bag Packs and Tool Kits, the idea of exploration and adventure can be further expanded, opening up other possibilies such as having game modes where users are placed in a labyrinth/maze where they are only allowed to carry Bag Packs and Tool Kits but not crafting tables, chests and furnaces.
Uses
Bag Packs
Basically, bag packs helps to expand the user's inventory, and can be seperated into seperate tiers. For example, a basic bag pack (Lowest Tier) increases the user's inventory by 9. Further tiers obtainable through using more advanced building materials or enchantment can further increase the user's inventory space, or even allow for more Wearable or Equippable (?) items. Maybe higher tiered bag packs will allow users to wear additional armor/accessories such as necklaces or basic capes that have enchantment capabilities or just for plain decorative purposes.
Bag packs can also be linked to the use of tool kits (Which I will elaborate further below). However, the use of bag packs can be limited so that it does not make Chests obsolete. For example, upon death, the bag pack is destroyed (but the items held by the bag pack are not). This means the user will have to make two or more runs to get all of their items back. This will introduce a 'risk' factor in mining and adventuring, in which you will have to balance between getting too greedy and filling every single slot with rare gems, and considering the possibility of dying and potentially losing more items or getting looted* by other players in multiplayer servers.
Tool Kits
Tool kits are really similar to a crafting table, with the addition of mobility and possibly, furnace features. Tool Kits can be carried around, just like a crafting table. However, there won't be any need to place it down, craft your item, and pick up your crafting table again. Instead, when you have a toolkit in your inventory, your usual 2x2 workspace has now expanded to a larger workspace. This will allow crafting on-the-go and allow for longer adventures to be carried out without the occassional pause that usually involves crafting a crafting table, placing it down, and what not.
As usual, tool kits can be tiered, with a low tier tool kit having very low durability (I will explain more about durability in a moment) and just the usual 3x3 work space, while a high tier tool kit may have additional features such as a mini-furnace, a minecraft clock, compass or even maps.
Of course, these may be considered as overpowered features which may require tweaking and what not. Too prevent the overuse or abuse of tool kits which may render crafting tables rarely being used or obsolete, tool kits can have certain limitations. One big factor is durability. Tool kits suffer a loss in durability everytime a tool is crafted. To make it even more challenging, the loss of durability is greater if it is used to craft complex or rare materials. For example, maybe crafting a diamond sword with a tool kit would result in a loss of 10 durability points, as compared to losing only 3 durability points if a stone sword were to be crafted.
Tool kits could also be unrepairable (?), and may even require a user to have a bag pack before a tool kit can be used. This would then further improve the 'risk' factor as mentioned before, in which an user might lose his high tier tool kit if he dies as the tool kit is a sub-component of the bag pack itself. The furnace feature of a tool kit may also require the usage of more fuel, and a slower melting time.
Additional Suggestion Pointers
- Only one bag pack should be allowed to carry at one time so that inventory loops or infinite inventory systems do not occur. (Credits to EnderBorn1)
Additional Notes
In my opinion, these two suggestions should greatly improve the idea behind adventuring and mining, both which I view are very important and core aspects of Minecraft. I apologise for adding two suggestions in one thread, but I personally feel this two items would work together with great synergy, hence I decided to go ahead and have two suggestions under one thread. These suggestions could be further improved, without doubt, and I welcome any constructive feedbacks and criticisms with regards to the feasiblity of this idea.
Also, this is my first post in the forums. I have done a bit of reading on the rules as well as searching up these ideas. I sincerely apologise for any mistakes that I have made, or overlooked certain threads that have already came up with such ideas.
My English is not top-notch, which is why I may have included "(?)" symbols beside certain words or phrases. They usually indicate that I am unsure of the spelling of the word or that I have not much idea if I am putting any logic in there.
the one thing I would change is for a back pack slot and a tool kit slot
the back pack slot so some one can't have a infinitive inventory (back pack inside of back pack)
if you have something in your backpack and take the backpack off, the stuff falls on the ground
the tool kit solt so the game knows which kit to damage.
Finally there should be crafting kits, furnace kits, and the explorer kit. the explorer kit show a map, compass, and a clock.
EDIT: FIRST!!
SUPPORT THEM!!!!! (also if your a new please click on the picture)
Thank you.
Yes, possibly a seperate GUI screen or an expanded inventory screen just for items like those so that this loop does not occur or get abused.
I like the idea of an explorer kit. It sorts of add an element to the Adventure Mode, and maybe cave/shaft explorations in Survival Modes. Also, higher tiered explorer kits could have maps, compasses or clocks that actually appear on the screen (Like a minimap?). Just a random thought though
I think that having only 3 extra inventory spaces would be realistic. Each would be able to hold only a backpack and while being held would add another 9 inventory spaces (one row).
I don't think that the tool kit or box would be of much use, but the backpack would be useful as well as being easier to implement (I know a thing or two about programming).
The backpacks should not be too easy to obtain, so I suggest requiring either 8 leather or 6 leather and 2 iron (for the fastenings).
Suggestion 1:
Suggestion 2:
I'd also like a dropped backpack (eg from player death) to drop as a placeable block like a small chest, but that may be too difficult to implement.
just another GREAT IDEA! (I'm full of them
The Merchant Kit Or Wallet
what this does is that all of you emeralds are put in their own little place
and in the bottom left side of the screen you can see your emerald count.
this kit can hold up to 9 stacks of emeralds.
SUPPORT THEM!!!!! (also if your a new please click on the picture)
I think that the bag pack ought to be destroyed upon death, but with the items dropping out. Dropping a bagpack upon death with the items in it is just too powerful imo.
Just to clarify, this bagpacks (Or is it called backpack? o.o) suggestions are not one-time upgrades. They serve to increase the capacity of your inventory (Or existing backpack since you said our inventories as already backpacks) with possible additional features, but with added cons and risks, like potentially losing more items in lava while mining and introducing more greed/risk factors.
It is true that such upgrades (craftable, and destroyed upon death) may not be effective in certain modes like Creative. But, I think it will really spice up other game modes, especially Adventure or even exploring mineshafts/caverns in Survival modes. Afterall, exploring, going on adventures and mining are the main factors that actually make Survival or Adventure modes really exciting and fun.
I'm not too sure about this
Which was why I mentioned it will add a risk factor to Survival and Adventure modes. (And definitely in Multiplayer PVP maps). It is true you won't always die in lava, but other threats exists you see.
And if your backpack was forever, what would you do with it? The purpose to expand your inventory is to help with getting more stuffs in dungeons, etc. And I am pretty sure, even on peaceful mode, venturing into dungeons and sorts can be dangerous.
But I do get your point. Probably there should be a larger penalty (Maybe lose your items in your bagpacks upon death, or some?) so that it does not become a point that everytime you die, you just get a new bagpack and run back to your death spot and get your items back (Assuming you didn't fall into lava).
Edit: Btw, when I mention bag packs, I mean the additional inventory capacity gained from these bag packs. Not the original inventory.