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    posted a message on Sleep Overhaul

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    Phantoms were a bad idea. They force the player to constantly micro-manage their sleep. Before Update Aquatic, I’d go into a cave, lose track of how long I’ve been underground, and then come up during night and hunt mobs. Now I need to keep sleeping, again and again. You can’t go on grand adventures across the world anymore, because now you need to constantly sleep in your bed (which loses your spawnpoint). You shouldn’t have to use F3 to remember where your base is.


    When the hunger bar was first implemented, it was criticized for forcing the player to constantly eat. But eating, unlike sleeping, is a large and immersive system. The hunger bar was required to make farms worthwhile and to pave the way for more food items. Sleeping is just clicking a bed.

    At this point, I realized I had two options. One, remove insomnia and make phantoms spawn naturally. But that isn’t very abnormal…



    If we’re gonna add phantoms that encourage sleeping, we need to make sleeping a system worthy of encouraging. That means a complete overhaul. To be fair, sleeping hasn’t always been a bit of a mess.


    But first we need to make things easy to understand. Right now, the only way to know if you are in danger of phantom attack is by counting how long it’s been since sleep, and that quickly gets confusing on survival servers. I propose an “insomnia meter” is added to the HUD, taking the appearance of a phantom head.

    The semi-transparent head hovers over the experience bar. The transparency percentage correlates to the chance of phantom attack tonight. For example, at Night #4 of no sleep, there is a 25% chance of phantom strike. The head would be 25% transparent (as seen in the image above). The more visible the phantom, the more danger you are in.

    Once the phantoms make their first screech, a fully visible head appears to warn the player. Once the phantoms are defeated, the head returns to its semi-transparent status. As you sleep, this head slowly decreases until it becomes invisible again.



    Sleep bags are crafted with just wool and let you sleep without resetting your spawnpoint. This is a frequently posted suggestion and I don’t understand why Mojang hasn’t added it yet.

    Sleeping Bags are especially needed due to sleeping’s new use: traveling to the dreamworld.



    Beds no longer simply speed up time. Instead, they teleport the player to a new dimension: the Dreamworld.


    Imagine this, only with overworld blocks.


    The Dreamworld is a wonderful place where all your dreams come true. It is identical to the overworld, sharing the exact seed. But there are a few key differences to keep it balanced:

    1. The player is put in creative mode- this is a magical place, is it not? You can use a limited selection of cheats, such as /gamemode.
    2. The world is not infinite. Barrier blocks, like back in classic, limit the world to only chunks you have generated. This means you can only revisit places you have already been to in the regular world. To expand the dreamworld, explore the overworld!
    3. The sky has a dream-like color (see image), and never changes. The sun and moon rise and set as usual but the world acts as if in perpetual midday. The sun/moon’s location allows the player to know what time it is in the overworld. To sleep past a whole night, you’ll need to be within the Dreamworld for 10 minutes.
    4. No mobs naturally spawn, but you can add them with mob eggs. Only the player can edit the dreamworld, so mob griefing and fire spread is disabled.
    5. All ores are replaced by stone, to prevent abuse. Dungeons do not generate unless the player has “conquered” them in the overworld.
    6. Anything the player builds in the overworld appears in the dreamworld, however, anything you build in the dreamworld will NOT appear in the overworld. Every time the dreamworld generates, it checks for block updates from the overworld. If a coordinate with a block only in the dreamworld has received an update, it will update to accommodate the “real world”.

    To exit the dreamworld, fly up to y=256 or fall into the void. While you’re here, a model of the you is placed in the overworld and the chunks there continue running. If this model is ever damaged, you will instantly wake up.


    You may wonder, what’s the point of the dreamworld? Well, it isn’t your adventuring dimension like the nether or end. The point of the dreamworld is… to dream. Because it is identical to the survival world (your base already built) it’s a perfect place to test things. If I put the farm here, would I have room for the mob grinder? Would a quartz temple look nice? Is there space for redstone?


    Many players have a superflat or seed-copied world to test builds out, but then they must build everything they had from the ground up (or do some playing with the files) and they’d have to keep exiting and rejoining the world. But Minecraft is supposed to feel immersive, and this would be much more efficient.


    The Dreamworld is also a good place to go down memory lane by retracing your routes from past adventures. It’s even a great place to “practice”. By switching to survival, you could run the Wither boss fight again and again, figuring out the best strategy and items without the lose everything part.



    Most of this suggestion revolves around solving a recent issue the has come to Minecraft- the phantom- but there’s another, ancient problem that has plagued multiplayer since the dawn of survival test. Sleeping only occurs when everyone is at a bed at the same time.


    This is problematic, because someone might be in the far end while someone else desperately needs to get away from the phantoms. The small survival server I’ve been playing on recently has reached the point where everyone who can’t sleep gets off so those who can can. This shouldn’t be.

    By taking the player to the Dreamworld (instead of changing the server’s time of day) the problem is solved. Anyone can go to sleep at any time (including the day) to cure their insomnia or head to dreamworld for fun. It’s as if they went into a Nether Portal, nothing else is changed. Everyone’s happy.


    In multiplayer, each player has their own individual dreamworld. So if Cameron and I were to go to sleep, Cameron would go to his dreamworld (which only shows things he’s discovered, and things he’s built there) and I would go to my dreamworld. Even if we went to the dream nether and or dream end, we would be in different dimensions. This makes your dreamworld you own personal haven, free for you to plan and test however you’d like. Keep your plans to take over the server here.


    But sometimes it can get boring alone in the dreamworld, and you want someone to join you. This is when things get complicated…



    To enter another player’s dream, one must craft a Dreamcatcher, by surrounding a phantom membrane with four gold ingots.

    Holding right click with a dreamcatcher will launch a slow shulker-like projectile. If it hits a sleeping player, you will join their dream. The dreamcatcher only works on other players, so it’s useless in singleplayer (which is why it’s crafted and not dropped).


    The “host” of the dream is still in command and can banish a player from their dream with either the /banish command or firing a dreamcatcher within the dream at the unwanted player. When a player joins a dream, all inside the dream will receive the message “________ entered your/_______’s dream”. This ensures dreams are private yet collaborative if needed.


    That's it! Actually pretty simple, I only made this category for the pun.



    Clocks are a niche item, only coming in handy when underground. Even then, placing down a bed and checking to see if you can sleep is more efficient way to tell time. With sleep’s ability to change time removed, I thought it would be an excellent new use for the clock.

    "Why spend your precious gold on apples when you tell the T I M E"


    The clock now has a placeable model that attaches to walls. When right clicked, the clocks position changes. There are twelve available options, ranging from sunrise to midnight. Feed some lapis into the clock, and you will use up four whole levels of XP.

    The time is then magically reset, with a message on chat explaining who changed the time. The gamerule /do clockTimeChange will disable this ability, if things get annoying on multiplayer.



    The more I spend on this forum, the more I realize how many problems there are with Minecraft. Don’t get be wrong it’s a great game, but nearly everything could use improvements. Some of these problems can be held off - we’ve gone a long time without an underground update, and while I’d love for Mojang to add one I can wait a couple more updates. But there are other issues that create glaring holes in gameplay, such as the one the phantoms caused with sleeping. It’s a new issue, so I hope Mojang recognizes and addresses the problem quickly.


    The Dreamworld is my proposal to solve the insomnia dilemma. By making sleeping something interesting, players wouldn’t see making beds a chore, but rather the gateway to a whole new world. While I did create it solely to solve a problem, I think the dreamworld concept by itself fits well into a game based around creativity. My overhaul would also solve the multiplayer sleeping problem, reset spawnpoint problem, untraceable insomnia problem, and lack of use for clock problem. How many problems are there ahhh


    After all, what does the End Poem say?

    And the game was over and the player woke up from the dream. And the player began a new dream. And the player dreamed again, dreamed better. And the player was the universe. And the player was love.


    If you support this suggestion, please consider wearing this banner.

    Posted in: Suggestions
  • 2

    posted a message on A Slightly Different World in the Distance

    I think these features should be added as separate biomes/structures to the regular overworld.

    Posted in: Suggestions
  • 1

    posted a message on Sleep Overhaul
    Quote from jdc997»

    I'll admit, I haven't played 1.13 since I haven't played Minecraft in a while. However, from what I've heard about it, the implementation of the phantom seems to have been a terrible idea. How do you even deal with it on a server? Can you even stop them from attacking you?


    Anyway, onto the suggestion itself, while it sounds cool, I don't like the idea of not being able to skip nights. It's not like it still lets mobs spawn or crops grow while you're asleep, since you're in another dimension. As for the dreamworld itself, I don't want another dimension in the game without a purpose. Sure, you could test things there, but then, why not just make a creative mode world? Not to mention, allowing commands could be prone to exploits.


    The reason we don't have sleeping bags is because having to set your spawnpoint (and potentially lose it if you remove the bed) is the price for skipping the night. While this suggestion technically solves this problem, I don't like the solution.


    At the very least, I'd like the ability to still skip the night by activating your bed in the dreamworld, and remove the ability to use commands in it. However, I still don't see much of a reason for this suggestion overall. Minor Support.


    The Dreamworld is meant to be a creative environment within survival mode. It allows you to play creative within your survival world without cheating/changing the world forever.

    I'd completely agree about the price for skipping the night thing if we were talking about 1.12. But Phantoms force you to sleep. It's not a tradeoff anymore, it's a necessity to play properly. In the past you'd take the risk of going far away without respawning near, but no one would ever do that with 1.13 because Phantoms are actively seeking players who haven't sleep/reset their spawnpoint.

    Maybe instead of being crafted, the sleeping bag is found in dungeons?
    Quote from AMPPL50»

    How does the Player's inventory interact with the Dreamworld? Are any changes to the inventory done in the Dreamland transferred to the Overworld?


    Upon arrival into the Dreamworld the player's inventory would be the same, and this can be changed with any block. By upon waking up your overworld stuff would return, even if you destroyed it in dreamworld.
    Quote from ScotsMiser»

    The Dreamworld runs parallel to the Overworld in time; sleeping whether with a bag or in bed takes the player to the Dreamworld where they must hang out for 10 minutes if they wish to skip the night. But the player is not encouraged to do this, if they want to change time use a clock.

    Time changing can be disabled via gamerule, so I don't think it should be a problem on servers. I suppose before time is changed the server could ask each player if they will accept the change, but this might just cause trolling.

    Mobs killing your within the Dreamworld is a serious risk, as you are vulnerable. This would encourage you to build safe bases before sleeping.

    In real life you do become hungry while asleep, so maybe the hunger bar could decrease as normal their? You could have a survival GUI with creative inventory. And you would see a desaturated hunger bar slowly go down until it forces you to wake up at one, where you eat.
    Quote from Xev7»

    The crafting of the sleeping bag makes no sense. It would be more like 3 wool blocks or 3 wool carpet, no wood is needed. Also if you look a while back to my first post it was about dreams and the only person who replied to it was basically stating how horrible it was. I support the dreamworld if you give it a little more spice, like nightmares, or a mob that can access your dream and try to harm you in it, all the things it does to you affects your awake player, if you manage to kill it, it might give a good item that you get in the real world, idk, it seems like you just get commands and the seed. doesnt seem much fun.


    A problem that often shows up with dreams is how they would get in the way of someone who just wants to skip to day. This overhaul changes the entire starting motivation to sleeping, with dreaming now the main intention of going to bed. The point of dreamworld is to dream about what your survival world can become one day. I don't think hostile mobs spawning in a creative environment would fit, although, perhaps a nightmareworld found by sleeping in a "crypt" of some sorts in dungeons could contain these.

    Posted in: Suggestions
  • 1

    posted a message on The Problem With Elytra
    I disagree that this is a problem, and here's why:

    There comes a point in the game, where survival stops being about survival. It's the point where you get every enchantment on your diamond gear including mending- even your hoe. You can walk outside at midnight, and mobs aren't even your concern. It's at this point where many players stop. Most quit a long time ago.

    A few keep playing, and this is Hermitcraft. For all intents and purposes, the game is no longer about survival. It's creative mode with resource gathering. I'm using HermitCraft because they are the most well-known example of this "late-late-game". So, what do the people of HermitCraft do in their videos? They're building, all the time. Very rarely do you find an episode of them taking down dungeons, and when that happens it's end cities. They beat survival.

    You have the assumption people post-mending elytra want to keep playing survival, but I don't think that's the case. They just want to build, unlike creative they are gathering the resources (so it's more "authentic"). More dangers should be added to the End for these players, but I don't think an elytra nerf is the solution. It's much easier to build if you can fly.

    I do agree with everyone that minecarts need a redux.


    Aditionally: they should ditch the Java edition. It performes like a wet towel, and has simply too many bugs and balance issues. MCPE/Win10 is way more balanced. For instance: getting gunpowder is NOT that easy in MCPE, as spawn rates are a lot lower. You get like, what, 6-8 overworld and 6-8 cave spawns for an area of several chuncks. It's not impossible, and you'll get gunpowder, but if you want to be able to easily fly around with your elytra all day, it's not going to work.


    This goes for more stuf. Take the iron-golem-farms. On JAVA you can make totally rediculous amounts of iron, if you take like Tango-Tek's Iron Trench or Phoenix. Again, this issue or imbalance is not present on Win10/MCPE, as golems a) practically will NOT spawn on water and B) won't spawn as much.


    I could go on. It's not elytra which is broken. It's the other transportation stuff which is broken, and the java version in general.



    You do realize Mojang could just fix the bugs in Java, or add new bugs to Bedrock, right? It's not coding limitations that are the problem.

    Posted in: Discussion
  • 1

    posted a message on A small but fresh idea for deserts

    I like this, would make the sand biome a bit more interesting. The only change I suggest is make the sand trap a 2 block radius instead of 10, so you can avoid the traps I find you pay attention- currently it is unlikely for someone to notice it on the other side of a hill.


    Bringing back the brown spider is a great idea!

    Support.

    Posted in: Suggestions
  • 1

    posted a message on Rock Reef

    Sounds nice, the cold oceans are a boring place and this would help negate that. The eel is a good way to encourage the player not to mess with the natural ecosystem.


    Support.

    Posted in: Suggestions
  • 2

    posted a message on Spells (Enchantments That Exist For Fun)

    If creating unbreakable blocks, changing gravity, and instant teleportation when attacked isn't game-breaking, what is?


    No Support- extremely overpowered.

    Posted in: Suggestions
  • 2

    posted a message on Ideas for 1.13.1

    Mojang has already directly refused to implement sharks on multiple occasions. While their reasoning makes little sense they seem to have made up their mind. Perhaps a new, fantastical mob could take it's place? The monster of the ocean depths had a cool design, for starters.


    The grappling hooks sounds very overpowered, especially in the Nether and End. What if it only grappled underwater? It wouldn't still be useful in ravines, but not game changing.


    I'm no turtle expert, but I don't imagine an angry turtle would be much of a threat. They are very slow. I might be wrong on this.


    We already have glass bottles, and I don't see what the purposes of the glass jar would be besides building aquariums- which we can already do with glass.

    Posted in: Suggestions
  • 1

    posted a message on Fishing Overhaul
    Quote from TartarusLord»

    Fishing doesn't really have much use right now, and I don't think it ever really did. The thing about fishing is that it has to provide a necessary benefit for the player that is beyond just standard healing. Otherwise, you may as well hunt or plant crops for a more significant yield.


    I think this update is very interesting but the issue I have right now is that even if it were implemented, would people even make use of it? I don't do fishing anymore and I'm not sure of a lot of people that do. A major overhaul could change that but it may go overlooked like fishing always has.


    Fishing is an interesting part of the game, though it just isn't particular profitable. If the update also changed the actual yield, then I think it would be a great change.


    That is a good point. What if fish mobs spawn close to your bobber? Fishing irl is very slow, but I don't see why Minecraft can't have a more entertaining system. If fish kept spawning you'd have a much higher yield.
    Quote from MahBoiLeLenny»

    what if there were special types of bait that would increase the rarity of certain types of fish, as well as nets that would catch multiple items but are lost after being filled. Ships for fight massive oceans beasts like a Lochness Monster like boss that would be summoned with a magical bait or Chum buckets to summon a Giant shark or maybe a Shark-nado like even, just for a joke feature with some special items.


    Funny, I'm currently making a sequel to this thread adding more aquatic creatures to catch.

    Posted in: Suggestions
  • 2

    posted a message on CAVE UPDATE IS NEEDED!!!

    What about a pasta ore that drops pasta and can be crafted with a diamond to make special spaghetti which has triple the power of a notch apple? That would be a cave update!


    You need to describe what you want. Otherwise you aren't adding anything to discussion, and are technically supporting anything ever suggested to the underground.

    Posted in: Suggestions
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