Parachutes spawn in-game randomly with chance of patrols/traders near players.
Drop on ground and break open, but chest can be picked up.
They can be shot down but this will damage them and thus scatter the loot inside and the chest may not drop.
The balloon can never be saved and always drops leather, paper, etc.
Quantity and quality depends on gameplay stage.
The parachute replaces the bonus chest when starting a world. Exactly one drops near the player where the chest would, and spawns four torches where it lands the way the current chest does. Otherwise, parachutes are random. Parachutes do not spawn in hardcore, at all, or if they do, only ones with Tier 1 loot spawn and only after a week in-game.
Tiers of parachute loot are based on a mixture of progression, crafting progression, advancements, and difficulty (regional, overall), and sometimes mood.
Parachutes cannot drop in the Nether but can be affected by Nether actions.
Parachutes can drop in the End, but these always come as ender chests, and the chest drops nothing, not even itself. In other words, they are empty, as if haunted or soulless.
Tiers, roughly:
Tier 1/ bonus chest: just bonus chest loot. Wooden tools only. Start of game.
Tier 2 "stone age": similar to 1 but with stone tools, and cooked fish. Small amounts of animal drops also show up: feather, wool, leather, hide, etc.
Animal drops are regional so polar parachutes drop raw and cooked cod, jungle ones bamboo, etc.
Obtained by getting a full stack of cobblestone or any leather armour.
Tier 3 "iron age": Tier is similar to what you expect to find in dungeons or villages but more scarce, and CDs, saddles, etc. do not show up here.
Obtained when you get a full set of iron armour or any amount of chain armour.
Tier 4 "diamond age": Tier is similar to mineshaft supplies, but with fewer ores and more basic supplies, except rails and gold apples which are rarer too.
Obtained by getting diamond or obsidian or lapis.
Tier 5: "gold age": Tier similar to that of ruined portals but with fewer enchantments.
Obtained by entering the Nether or by brewing.
Tier 5.5: "quartz age" Tier includes redstone devices and decorational blocks. This drops alongside other tiers.
Tier 6: "netherite age": Tier similar to that of bastions, strongholds, or mansions, but with no valuable items except diamond hoes
Obtained by exploring any of the above structures and killing or bartering or avoiding 10+ mobs, or by obtaining a netherite ingot.
Tier 6.5: "prismarine age": Tier similar to buried treasure loot. Found by mining 10+ blocks in an ocean monument or by finding 10 buried treasures or by building a conduit.
Tier 7: "end age". Tier similar to end city loot but much fewer diamond items. Obtained by taking an elytra from an end ship (the original one only).
Tier 7.5: "beacon age". Tier is a mixture of precious gems and high quality foods and appears rarely. Obtained by getting a nether star or beacon.
Not bad idea, I'd like to see it advacement-based, and teleported rather than parachuted - it's a bit too modern.
However, it may be unwanted for multiplayer, especially servers with special rules.
Also, crate ownership must be considered, and possibility of getting looted, or other players noticing drops and setting up ambushes on the owners when they approach the drops.
I also dislike idea of music discs and saddles in them - I think they should be traded, looted, or obtained in another hard way.
Oh, and another thing. I do not like the idea for getting free stuff for practical things or ordinary progress.
Got that? Alright.
Here is my idea: Advancement chests.
Player gets the first one for free on spawn - it is the familiar bonus chest (now with always a normal chest as first tier content).
More can be rebuilt with use of a normal chest and one ender pearl.
The content is related not to block, but to player - every advancement chest shares the same content, and there is no limit on how much it can carry!
The trick is, while you take the contents into your inventory, you can't put them back inside! Also, they do not work in the Nether, in the End, or when there are monsters nearby as in case of beds. As of not getting the supplies for ordinary stuff, here are my proposals unconventional feats to do to obtain them (the list should be longer, these are examples):
-visiting multiple biomes;
-killing two phantoms with one bolt;
-blowing up a creeper with TNT;
-throwing each kind of common mob into lava pit;
-making snow golems kill a mob by pounding it into the lava pit;
-engineering a TNT cannon (make TNT explode 50 blocks away from ignition position);
-building functional railway for yourself;
-settling villager 1km away from old village via railway or other means;
-using shield to survive creeper explosion from less than 1m away and killing at least 3 other mobs by the blast;
-counter-sniping (if you know what I mean);
-building from prismarine in nether fortress;
-building from nether brick in ocean monument
-killing 100 mobs from the same spawner (haha, mob grinder goes brrr);
-filling one large chest to brim with different items (easy!);
-killing a zombie with sword, axe, shovel, pickaxe, hoe, bare hands, arrow shot, firework, manually-set TNT, dispenser trap, throwing into lava, health potion, your own iron golem, your own dog, by friendly fire from skeleton, creeper...;
-"furious cocktail";
-"how did we get here?!";
-hacking a zombie pigman in a single blow of enchanted axe so that it does not alert others;
-etc.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
For some reason, old thread vanished. ???
Anyway, this is my rework of this idea.
Parachutes spawn in-game randomly with chance of patrols/traders near players.
Drop on ground and break open, but chest can be picked up.
They can be shot down but this will damage them and thus scatter the loot inside and the chest may not drop.
The balloon can never be saved and always drops leather, paper, etc.
Quantity and quality depends on gameplay stage.
The parachute replaces the bonus chest when starting a world. Exactly one drops near the player where the chest would, and spawns four torches where it lands the way the current chest does. Otherwise, parachutes are random. Parachutes do not spawn in hardcore, at all, or if they do, only ones with Tier 1 loot spawn and only after a week in-game.
Tiers of parachute loot are based on a mixture of progression, crafting progression, advancements, and difficulty (regional, overall), and sometimes mood.
Parachutes cannot drop in the Nether but can be affected by Nether actions.
Parachutes can drop in the End, but these always come as ender chests, and the chest drops nothing, not even itself. In other words, they are empty, as if haunted or soulless.
Tiers, roughly:
Tier 1/ bonus chest: just bonus chest loot. Wooden tools only. Start of game.
Tier 2 "stone age": similar to 1 but with stone tools, and cooked fish. Small amounts of animal drops also show up: feather, wool, leather, hide, etc.
Animal drops are regional so polar parachutes drop raw and cooked cod, jungle ones bamboo, etc.
Obtained by getting a full stack of cobblestone or any leather armour.
Tier 3 "iron age": Tier is similar to what you expect to find in dungeons or villages but more scarce, and CDs, saddles, etc. do not show up here.
Obtained when you get a full set of iron armour or any amount of chain armour.
Tier 4 "diamond age": Tier is similar to mineshaft supplies, but with fewer ores and more basic supplies, except rails and gold apples which are rarer too.
Obtained by getting diamond or obsidian or lapis.
Tier 5: "gold age": Tier similar to that of ruined portals but with fewer enchantments.
Obtained by entering the Nether or by brewing.
Tier 5.5: "quartz age" Tier includes redstone devices and decorational blocks. This drops alongside other tiers.
Tier 6: "netherite age": Tier similar to that of bastions, strongholds, or mansions, but with no valuable items except diamond hoes
Obtained by exploring any of the above structures and killing or bartering or avoiding 10+ mobs, or by obtaining a netherite ingot.
Tier 6.5: "prismarine age": Tier similar to buried treasure loot. Found by mining 10+ blocks in an ocean monument or by finding 10 buried treasures or by building a conduit.
Tier 7: "end age". Tier similar to end city loot but much fewer diamond items. Obtained by taking an elytra from an end ship (the original one only).
Tier 7.5: "beacon age". Tier is a mixture of precious gems and high quality foods and appears rarely. Obtained by getting a nether star or beacon.
Not bad idea, I'd like to see it advacement-based, and teleported rather than parachuted - it's a bit too modern.
However, it may be unwanted for multiplayer, especially servers with special rules.
Also, crate ownership must be considered, and possibility of getting looted, or other players noticing drops and setting up ambushes on the owners when they approach the drops.
I also dislike idea of music discs and saddles in them - I think they should be traded, looted, or obtained in another hard way.
Oh, and another thing. I do not like the idea for getting free stuff for practical things or ordinary progress.
Got that? Alright.
Here is my idea: Advancement chests.
Player gets the first one for free on spawn - it is the familiar bonus chest (now with always a normal chest as first tier content).
More can be rebuilt with use of a normal chest and one ender pearl.
The content is related not to block, but to player - every advancement chest shares the same content, and there is no limit on how much it can carry!
The trick is, while you take the contents into your inventory, you can't put them back inside!
Also, they do not work in the Nether, in the End, or when there are monsters nearby as in case of beds.
As of not getting the supplies for ordinary stuff, here are my proposals unconventional feats to do to obtain them (the list should be longer, these are examples):
-visiting multiple biomes;
-killing two phantoms with one bolt;
-blowing up a creeper with TNT;
-throwing each kind of common mob into lava pit;
-making snow golems kill a mob by pounding it into the lava pit;
-engineering a TNT cannon (make TNT explode 50 blocks away from ignition position);
-building functional railway for yourself;
-settling villager 1km away from old village via railway or other means;
-using shield to survive creeper explosion from less than 1m away and killing at least 3 other mobs by the blast;
-counter-sniping (if you know what I mean);
-building from prismarine in nether fortress;
-building from nether brick in ocean monument
-killing 100 mobs from the same spawner (haha, mob grinder goes brrr);
-filling one large chest to brim with different items (easy!);
-killing a zombie with sword, axe, shovel, pickaxe, hoe, bare hands, arrow shot, firework, manually-set TNT, dispenser trap, throwing into lava, health potion, your own iron golem, your own dog, by friendly fire from skeleton, creeper...;
-"furious cocktail";
-"how did we get here?!";
-hacking a zombie pigman in a single blow of enchanted axe so that it does not alert others;
-etc.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Sure, that works too.