With the implementation of trading, almost all resources are renewable. The idea here is to try to get the remaining non-renewable resources... well, renewable. Some of the resource listed are practically unlimited (like sand, unless you build massive glass structure), however, the idea is that if a server player wish to start a persistent server of sort, sooner or later those resources will run out.
The following resources are still not renewable (no way to generate/acquire more):
Sand - Required for TNT (no other way to get it beside desert temple) and sand blocks.
Clay - Required for brick and associated stuffs.
Gravel - Just gravel. And technically flint (although all product using flint can be purchased from villager).
Lava - Just lava.
Diamond - Record player and enchantment table. And diamond blocks.
*Dirt (the proposed method to "refill" it would naturally refill dirt).
For Sand, Clay, Gravel, Dirt, there's a simple way to make them "renewable".
Have Enderman, when spawned, have a chance to spawn with blocks native to the biome (sand in desert, clay near river/beach, dirt in plain, gravel in mountain, etc). When placed, they effectively "renew" the resources very slowly over time.
OPTION #1: Have this behavior only occur in the End, where Enderman may spawn with the above blocks and place them. I mean, all those block they stole must go somewhere, right?
For more controlled "generation", I proposed the following. Sand - Add a new weather in desert called sand storm. It's similar to snow in snow biome in that sand storm will leave behind a layer of sand (similar to the layer of snow in snowy biomes). The layer of sand can be harvest by hand (at about twice as slow as snow) or shovel (fairly quick) and gives a new item, "Sand Pile". 4 sand piles can be crafted into a sand block.
Gravel - TNT explosion against rock (smooth or cobble) has a chance of turning undestroyed but damaged stone blocks into gravels (in short, if TNT did not do enough damage to "destroy" a stone block, it may convert it into a gravel block).
Clay - Not too sure... crafting recipes? Maybe sand + gravel + water bucket?
Lava - In extreme mountain biomes, a cluster of bedrocks is converted to "glowing bedrocks". Glowing bedrock will periodically attempt to spawn lava source block up to height 6 (elevation height, not height above the bedrock). In the nether, all the bedrock at the bottom is "glowing bedrock". The idea with elevation limit is that the game can restrict the glowing bedrock update to only occur if the player modify a block below elevation height 6 (if a modified block has height <= 6, check for glowing bedrock and set it ready to generate lava).
OPTION #1: Have glowing bedrock in surface world trigger the spawn of magma cube in nearby areas. This makes it slightly dangerous for player wishing to access a never ending supplies of lava.
Have you ever played on a persistent server in which resources have become prohibitively rare?PS most of these ideas have been suggested in other threads
That way, eventually, you can have a post apocolyptic server that's become so ancient that materials are rare...getting scavanged or sold off for rare materials. I would love to see a server get so ancient that the entire enviorment became a "Mad Max" themed landscape of people trying whatever they can to get their hands on a diamond.
Some of the ideas are good, if you like detail of course, Like the clay, thats a good idea, and the TNT making gravel, thats a good idea as well, But sandstorms are a bit.. Useless. And the endless supply of lava is overpowered, magma cubes are supposed to be only in the nether, thats why they're like, magma slimes. As said, I think two of the ideas are kinda good, but try to think about "less-realistic" circumstances and less overpowered things.
My philosophy is if you are introducing a new useless block just to make a new useful block, you are doing it wrong. Sand piles seam useless. Sand storms, though, could be more developed in its own thread.
Also, why should rock drop gravel?
And it really doesn't make sense for bedrock to spawn lava, plus if you are deep there is plenty of lava. At least in real life.
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Quote from Fermat »
I have discovered a truly remarkable proof of this, which this margin is too small to contain.
[;/quote]
you should be able to get dirt by making a compost pile/bin. it could be a new object, you'd place biological items like rotten flesh, wood, meat, food, etc in there and after a while it turns into dirt.
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The following resources are still not renewable (no way to generate/acquire more):
Sand - Required for TNT (no other way to get it beside desert temple) and sand blocks.
Clay - Required for brick and associated stuffs.
Gravel - Just gravel. And technically flint (although all product using flint can be purchased from villager).
Lava - Just lava.
Diamond - Record player and enchantment table. And diamond blocks.
*Dirt (the proposed method to "refill" it would naturally refill dirt).
For Sand, Clay, Gravel, Dirt, there's a simple way to make them "renewable".
Have Enderman, when spawned, have a chance to spawn with blocks native to the biome (sand in desert, clay near river/beach, dirt in plain, gravel in mountain, etc). When placed, they effectively "renew" the resources very slowly over time.
OPTION #1: Have this behavior only occur in the End, where Enderman may spawn with the above blocks and place them. I mean, all those block they stole must go somewhere, right?
For more controlled "generation", I proposed the following.
Sand - Add a new weather in desert called sand storm. It's similar to snow in snow biome in that sand storm will leave behind a layer of sand (similar to the layer of snow in snowy biomes). The layer of sand can be harvest by hand (at about twice as slow as snow) or shovel (fairly quick) and gives a new item, "Sand Pile". 4 sand piles can be crafted into a sand block.
Gravel - TNT explosion against rock (smooth or cobble) has a chance of turning undestroyed but damaged stone blocks into gravels (in short, if TNT did not do enough damage to "destroy" a stone block, it may convert it into a gravel block).
Clay - Not too sure... crafting recipes? Maybe sand + gravel + water bucket?
Lava - In extreme mountain biomes, a cluster of bedrocks is converted to "glowing bedrocks". Glowing bedrock will periodically attempt to spawn lava source block up to height 6 (elevation height, not height above the bedrock). In the nether, all the bedrock at the bottom is "glowing bedrock". The idea with elevation limit is that the game can restrict the glowing bedrock update to only occur if the player modify a block below elevation height 6 (if a modified block has height <= 6, check for glowing bedrock and set it ready to generate lava).
OPTION #1: Have glowing bedrock in surface world trigger the spawn of magma cube in nearby areas. This makes it slightly dangerous for player wishing to access a never ending supplies of lava.
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True,but it all is balanced, and more active chunks=more lag, and some servers have finite maps to reduce lag.
That way, eventually, you can have a post apocolyptic server that's become so ancient that materials are rare...getting scavanged or sold off for rare materials. I would love to see a server get so ancient that the entire enviorment became a "Mad Max" themed landscape of people trying whatever they can to get their hands on a diamond.
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Retired StaffAlso, why should rock drop gravel?
And it really doesn't make sense for bedrock to spawn lava, plus if you are deep there is plenty of lava. At least in real life.