Concept art I made for copper, iron, and gold ore items. These would act just like ore blocks, but would make metals consistent with gemstones in terms of what you obtain from ores.
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Feb 17, 2021pierconick posted a message on Different rock types being more common in different placesPosted in: Suggestions
I like this idea. It's often annoying to try and find deposits of the stone type you need, and having stone types be semi-biome based would make this much easier, and would inspire different themed builds in different biomes. I would go on to add that it would be helpful to have ores be able to generate in all different stone types.
Feb 17, 2021Posted in: Suggestions
I initially thought this would be just another backpack suggestion- however, the idea of completely revamping the inventory is actually kind of appealing. I too think 27 slots is pretty overpowered early in the game. However, I really don't think Mojang would consider such an idea, if only because of how difficult it would be to balance.
-I like the idea itself. It would make sense that you start with less inventory space. That is, initially you just have the hotbar and no inventory slots. There could be four levels of pack, (leather, iron, gold, diamond, and netherite). Leather gives you one row of inventory, iron gives you two, gold gives one but can be enchanted with various special abilities to give them more space/better stack height/better hotbar size, diamond gives the default inventory, and netherite gives slightly larger than default. Backpacks, like Elytra, would take the place of a regular chestplate, forcing players to prioritize further.
-All in all, I love the idea itself, but I think the odds of such a fundamental system ever being changed are pretty slim. Maybe as a modding request, but I really just can't see this in the base game.
Feb 16, 2021Posted in: Suggestions
Frankly, any use would be fantastic for poisonous potatoes. At this point, they're decidedly amongst the most useless objects in the entire game. Some use in brewing would be great, composting would at least make an easy way to get rid of them. There could also be some other specialized use, such as some sort of food object that requires poisonous potatoes in order to provide some special effect like potion immunity- in the Quark Mod, poisonous Potatoes can be used on baby animals to prevent them from aging. ...Yeah, there are lots of ways that these weird potatoes could be given a use, and composting would definitely be a good start.
Feb 12, 2021Posted in: Suggestions
Minor change, but it would definitely be helpful, and makes good sense. I would go further to say that each block, depending on its 'lushness' could have a specific time- such as moss lasting the longest, coarse dirt the least, etc.
Feb 12, 2021Posted in: Suggestions
I don't think bookshelves should actually hold books- mostly because players generally don't have that many books lying around worth storing. However, I would definitely like to see more wood types/connected textures for bookshelves. It seems a bit inconsistent that many of the newer blocks have different variations depending on the wood type, but older blocks such as chests, bookshelves, barrels, and crafting tables don't. This is one of the features implemented by the Quark Mod- one of my favorites, really- and just ought to be in Vanilla.
Feb 8, 2021Posted in: Suggestions
What I don't get is why polar bears are a thing, and Grizzly bears aren't. Yes, the icy biomes needed a little spicing up... But Polar bears themselves don't really do anything. Grizzly bears spawning in conifer forests would be a nice way to provide a new sort of neutral threat. As for the mount idea- I think it could work. They ought to be difficult to tame, and slower than a horse- but with some sort of powerful attack.
Feb 3, 2021Posted in: Suggestions
As the title implies, I've always sort of wondered why wooden tools are a thing. It isn't just that wooden tools break easily and are incredibly inefficient, (Which makes sense for lower tier equipment), but it doesn't seem necessary to have a set of equipment below stone in the first place. You use the wooden tools for ten minutes at most before making better stone tools, and then never use them for anything else but fuel. In fact, the only wooden tool that makes any sense to craft is a wooden pickaxe with which to get stone for better equipment.
Especially now that Netherite has been added as a set above diamond, it seems increasingly unnecessary to keep wooden tools around. With armor, one has leather, iron, gold, diamond, and netherite. With tools and weapons, one has stone, iron, gold, diamond, netherite- and wood, for some reason. The most obvious use of these tools are, of course, that you need them to get stone very early in the game. But this doesn't seem like enough to justify their existence, when there's no reason at all to craft them again for the rest of the game.
Obviously, some small tweaks would have to be made to obtaining stone early in the game- but other than that, wooden tools might as well vanish, and it wouldn't make much of a difference. The easiest way to do this would simply allow players to break stone with their bare hands, increasing the amount of time it takes to do so, but having stone have a small chance of dropping cobblestone when broken without a tool. Perhaps a neater way would be to have stones generate naturally in certain biomes- that is, repurposed stone buttons. Nine of these stones could be crafted into a single cobblestone, forcing players to scavenge for stone to make tools early in game. Or perhaps simply allow cobblestone to be crafted from flint.
Lastly, one ought to be able to make recipes that call for cobblestone with either blackstone or endstone- for the simple reason that trying to survive in these dimensions can be pretty irritating otherwise, without the ability to craft decent tools or... anything that calls for stone.
Jan 29, 2021Posted in: Suggestions
Bedrock recently saw some measure of graphical improvement with ray tracing. Java, meanwhile, has had the ability for graphical improvements for years- whether in the form of resource packs, shaders, or mods. However, many parts of the game, particularly with recent updates, seem a bit bare. Personally, I started to notice this after using Terraforged- a terrain generation mod that, among other things, makes some simple changes to plant growth. Namely, you get more diverse undergrowth- patches of podzol and coarse dirt in woods, slightly more realistic and varied trees, etc. (You can check out Terraforged here, I highly recommend it.) Upon playing with Vanilla terrain generation again, I began to notice how bland it often became. Which is a shame, because there are plenty of times in which you can discover stunning scenery as well.
This irks me- largely because there are some pretty simple changes that can be implemented to fix this. (As well as some more drastic ones that I think would be pretty neat.) I'm going to go over some ideas to improve aesthetics, in order of least to most difficult. I would appreciate feedback regarding these ideas!
Simple Graphical Tweaks (The sort of things already available for Java players.)
Many resource packs introduce variate and/or connected textures. The idea is pretty simple- instead of getting an identical block over and over again, you get very slight variations on the same block, breaking up monotonous expanses of one material. Stay True is a great example of this, (You can check out the resource pack here). If Mojang were to implement this, (As an optional feature, enabled by default), even such a small change could drastically improve an occasionally repetitive aesthetic. Texture variation could apply to any number of natural and player made blocks. (Grass, stone, bricks, bookshelves, etc.) For many blocks, it obviously wouldn't be necessary- for the simple reason that most players don't wind up, say, using large amounts of diamond blocks in their builds.
Connected Textures are a bit different, and are, in my opinion, an even better way of making graphics smoother and more natural without losing a Vanilla aesthetic. I honestly find it difficult to use a resource pack that doesn't have this feature. Simply put, certain textures connect with adjacent blocks of the same, or different types. If you place grass next to sand, there's something of a gradient between the sand and the grass, instead of an abrupt cut off. Place different types of bricks or planks next to each other, and the two mesh together, rather than abruptly transitioning. The same is true of different veins of raw stone. You can see tree roots on dirt directally under a log.
It also works with blocks of the same type. If you have a great big wall of cobblestone, you might wind up with bigger cobbles than would appear on a single block. Bookshelves and glass panes can have longer, connected textures. It can even be applied to unexpected blocks- such as a 1*2*2 version of a crafting table, or furnaces that appear larger when adjacent to each other.
And that being said, there are a couple issues with this. Namely, textures connecting when you don't want them to. One problem I ran into with Stay True is that building materials mesh with dirt when adjacent to it, meaning you have to clear out dirt around your foundation instead of building directly on top of it. Certain materials shouldn't connect to others.
And, last but not least, some issues with foliage. There are a couple of things so commonly used by Java Edition players, that It seems they ought to be built into the game. Firstly, grass textures that go over the edge of blocks- a feature so common, it's included with basic Optifine. (Actually, I personally prefer grass the way it is, but it's really a matter of preference.) Another welcome tweak would be periodic extra-short grass generating on top of grass as part of the block itself, to break up incredibly flat planes. And, finally, leaves ought to be bushier. That is, would it be too much to ask that there be an even higher setting of fanciness for leaves? Blocky leaves are nice and all, but it's amazing how such a simple change can make such a big difference.
Built in Resource Packs (More oriented towards Java players)
This idea is probably one of the least plausible- but I still thought it worth including. Mojang recently updated their graphics- that is, they redid the textures for most of Minecraft's blocks and surfaces. You can still access the original graphics in the resource pack menu. Which begs the question... could there be higher quality resource packs built into minecraft? Or lower quality for that matter?
One thing that I think would be really neat would be a lower quality, bare-bones esque resource pack available to all players, and a higher quality, (If not necessarily realistic) resource pack built into the game. There are, obviously, plenty of great resource packs out there- but it does require a tiny bit of technical know how to work with them. Furthermore, the vast majority of higher quality resource packs aren't free. This could also be a great oppurtunity for Mojang to introduce even more radical advancements to an optional new advanced resource pack- I was particularily struck by the aesthetic of 'Eco,' another voxel based game in which terrain is sculpted and made to look more natural and 3D- while still being voxel based. One of the reasons I'm disinclined towards realistic packs is the apparent difficulty of creating three dimensional textures. It doesn't matter how detailed a texture is when they're fundamentally limited to strict, rigid voxels.
While this would be a pretty drastic undertaking, I don't think such a thing is entirely impossible- if perhaps not likely in the near future.
Small Terrain Gen Changes (For Everyone)
Finally, this idea is one of the few that would actually effect the game in a way that isn't purely cosmetic. Terraforged is great- but I would practically use it just for the forests. The changes aren't extensive- there's more undergrowth, the terrain includes coarse dirt and podzol as well as grass, there's larger trees with more variety to them- occasional rocks, or fallen logs. It makes the forests feel alive.
Some 'simple' tweaks to terrain generation, in the interest of a more vivid world, (I'm hesitant to say 'realistic' as that's not really the point), without adding any new blocks, could include:
-Slightly larger, more diverse models for trees. I'm sure plenty of people like Vanilla trees, but they just don't look like... trees, really.
-More diverse undergrowth. You ought to be able to find fallen logs and whatnot in forests. This has already been shown to some extent with boulders in the Taiga. The forest floor shouldn't consist of just one material, and biomes in general should have a bit more grass to them. (As in tall grass.) Perhaps some shrubberies? (Yes, I'm trying my best to be serious about shrubberies.)
-Occasional signs of life? Particularly near villages, it would be interesting if the village weren't restricted to a specific area. Or perhaps just more small structures. (Again, this is largely my preference, rather than something I think all players would necessarily appreciate.) There's something satisfying about coming across an old well in the middle of a woods, a broken bridge by a river, or seeing fences and crumbled old walls around a village. Perhaps skulls on sticks near areas ruled by the Illagers. Ruins aren't the most helpful structure that could be added to the game, but they're certainly atmospheric.
-All biomes can be made to look slightly nicer without actually adding content. (Not that I wouldn't approve of new content.) This could be as simple as aesthetic variations of plants depending on what biome they're in, and more biome specific features.
-More careful structure generation. One thing I see a lot is structures trying their very best to generate in genuinely weird circumstances- which is sort of inevitable in a game with infinite, procedurally generated terrain. I've rarely come across a village that doesn't have an oddly placed cave somewhere within. Structures should be a bit more careful to try and find a flat area to spawn, shouldn't spawn too near other structures, and should try and flatten out nearby terrain to some extent.
Jan 29, 2021Posted in: Suggestions
I think Mojang is right to be cautious about changing the combat system. That being said, you can never please everyone. I certainly wouldn't mind a bit of an update- as it is right now, (At least from my experience), you're always either obviously under prepared, or obviously over prepared for a situation- which can be kind of boring. The only element of risk tends to be completely unpredictable and unforeseeable deaths, like being blown into lava by a ghast, or blown up by a sudden creeper. (In fact, most of these seem to involve explosions.)
There should be a bit more depth, in my opinion. An inexperienced player shouldn't be invincible just because they find decent equipment, and an experienced player should be able to make do with lacking equipment. And, as you seemed to suggest, this can be done by adding to the combat system rather than changing it completely. Add usefulness to hoes by giving them much longer reach at the expense of less damage- adding more shields, or a parrying move. Keep the mechanic of clicking a sword as quickly as possible... but give slight bonuses for better timed attacks. Etc.
I think stuff like this might come around eventually- and I like the idea of enhancing existing mechanics and enabling a diverse range of playstyles- but in the mean time Mojang seems to have bigger fish to fry.
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Oct 6, 2020whitelantern_flash posted a message on The glow squid should be themed around XP. Here's why (and why this would be even better than giving it a unique drop).Posted in: Suggestions
So first impressions of the glow squid (as a mob itself, and not the false fantasies of dynamic lighting) have been a bit disappointing, and I'd like to make it more interesting (and give it a use) by giving it a tangible theme:
The logic behind it is that although irl scientific explanations for bioluminescence exist, the game should have a more light hearted reasoning behind it. So, the lore is that these squids have stuck around for years, absorbing xp from adventurers, drowned, etc., compacted it under their scales and eventually starting glowing because of the xp.
But you might not want to get too close. They've become a bit too good at absorbing xp, and will (very) slowly drain your xp too! They will also gladly pick up and store any xp orbs they find lying around. To indicate the amount of xp they have stored, their texture changes in stages, becoming glowier as they absorb more (credit to Badprenup in comments). Attacking them makes them drain xp faster (based on feedback on this thread).
- This mechanic is dead useful, because it allows for the creation of highly effective albeit time-inefficient XP banks. Just get one of these guys to your swimming pool, AFK for a while, and name tag your new friend! There will, of course, be balances such as a cap on max XP.
- Killing them will drop a lot of xp, and not necessarily anything unique apart from the normal ink sac. I'd be down for a unique ink sac, but I don't think it's necessary.
- This would give the mob a unique reason to exist and look for, while also negating the need for a unique drop, such as glowing ink and the like, which have been doing the rounds on Reddit, Twitter and the like.
- Imo, the xp bank utility is a lot more useful than any drop, which just seem forced, and don't fill a niche.
- Just to be clear, I am 99% sure that dynamic/coloured lighting is not happening.
- This is also better than other suggestions I've seen, such as them pacifying hostile mobs, specifically because this fits so well with its aesthetic and general vibes.
An alternative is to make it a kind of "pinata" of xp, i.e., it drops a lot of xp on death. It could spawn near shipwrecks, indicating that it got its xp from the drowned sailors of the shipwreck. I personally prefer the above concept though.
So yeah, that concludes my post. The main point of it is to link the squids' glow to XP and then build a "character" and uses around how much they love XP.
Thanks for reading, and have a good one!
Nov 14, 2020Posted in: Suggestions
Beds are way too easy to find. You shouldn't need to skip the night if it is beyond your skill level, you should need to defend yourself from it. Beds are also uselessly overpowered, you start off already supplied with enough blocks to survive from mobs. I've grown to accept beds, but the 1.14 update threw all that out the window. Beds should not spawn in villages.
Not spawning beds in villages is a good start, but making wool so it doesn't drop by killing sheep would be another improvement. You should need shears to collect the wool to make beds if they are to continue allowing you to set your spawn points on top of skipping the night. And no village chest should have iron ingots, iron tools or armour plates only. Meaning most of the time, especially early game, players should need to mine for their iron underground which makes sense.
There are some players who would need to skip the night in survival if they want to build or farm for food outside without interruptions, other than that I agree with you, skilled players would be fully capable of fighting off monsters during the first couple of nights before the Phantom's start spawning, because they'd know how to get all the best equipment and use milk to get rid of status effects they might receive from Witches etc.
Oct 26, 2020chillcraft06 posted a message on Directional Sticking Slime Blocks (Directional Slime Blocks)Posted in: Suggestions
Hey, I've got a pretty good idea after watching a youtuber named Mumbo Jumbo play Minecraft with chains that pull and push what they're attached to, but it's never really mentioned that the chains only stick to what they're "attached to". Then I got an idea of directional slime blocks. I've added an image of what the directional slime Block could be. The directional slime Block sticks to only 2 sides at once, for example, the top and the bottom. The possibilities of the different directions are pretty simple. Top and bottom, left and right, front and back. It's pretty useful for redstone machinery for example, and can look pretty cool in some builds. I'm a redstone engineer myself, and I don't know how many times I've reduced the efficiency of my farms just because slime sticks to blocks on every side. It's a small addition, But it would change the redstone experience.
Oct 9, 2020Posted in: Suggestions
I Got the same Idea, when i read the title of your thread.
It would be funny to collect bugs for potion brewing, i did not expect you to came up with that.
Imagine sipping a fancy (maby glowing) bug potion... I Just love the Idea!
Apart from the potion thingy i think collecting them with a bucket would do as well.
As a nomad, i can not afford to travel without it. And i would travel dimensions, to get my hands on a mantis!
I like building zoos, so do many i think. Sometimes more animals itself just do the trick.
Oct 1, 20200Poole posted a message on Drew my favorite mob + some bonus sketches for the occasionPosted in: Other Fan Art
Aug 25, 2020Posted in: Suggestions
I've been tinkering with this idea for almost 2 years, but it was unanimously agreed on in that post that strongholds are heavily outdated, particularly due to the fact that the only changes they have received have been loot table adjustments and any related bug fixes, yet no specific direct content updates. Breaking away from the traditional stronghold almost entirely, I've been building a stronghold of my own with many new aspects, including some new blocks, new room ideas, reworked old rooms, etc.
Another Room, Another Door, Another Room
One of the major features of the stronghold is the plethora of rooms. I scrapped the original concept of the stronghold, including the rudimentary upgrades found in the post above in favor of a bit more streamlined mega-structure, what could be seen as a stronghold pyramid. The various rooms (except the portal room) are a static size of 15x7x15, composed of a tall central section with a fire pit hanging from the ceiling via chains. The outer sections are alcoves that extend from the central section, leaving the corners and the entire upper outer ring empty to be occupied by the ground the stronghold is found in, and stairs (see below). This size has a lot of good points, which I'll note late, but ultimately could be larger for various reasons, including that that size cannot properly fit a Nether portal room type, though this may be an unnecessary room type given we have Nether portal ruins with the Nether Update.
I'm still working on the number of rooms and their layouts, but I'm entertaining the idea of having two variant sizes. The inner ring of 3 strongholds will always be small variants (20 or so non-portal rooms), while the next ring will have a small chance for each stronghold to be a large variant (up to 40 rooms); the chance increases with each further ring, with the outermost ring being all large variants. The number of rooms would be expected to be a multiple of 4, given the base layout is square, with each side and corner being identical.
Adjacent rooms will usually have a doorway to connect them (found in the alcoves). The room type will occupy the center of the room (if applicable) and any of the alcoves that do not have a doorway or stairway (see below). Some room types, such as the prison cell room type, may be exclusively be content that is generated in valid alcoves. If such a room does not have any valid alcoves (which should occur very rarely), the room will appear empty.
A particular aspect of this stronghold idea is the rooms being linked between the floors via stairs that generate at the side of the alcoves. Each floor layout will be offset from adjacent floors, causing a limited selection of stairways possible, being L, C, or Z shaped (no straight stairs I think). A current limitation is the top part of a stairway may interfere with the adjacent alcove of the room it starts in, which may cause otherwise valid stairways to be invalid without overwriting the alcove. Each room should generate one stairway of its own, which will result in most having 2, some 3, stairways. The stairways will be lit by torches or fire pits depending on the shape, being somewhere near the middle of the stairway.
Cut Our Losses and Portal Out of Here
Of course, there is the End portal room. It will be in the center of the entire stronghold, spanning 2 or 3 floors, with the portal itself being at the bottom floor of the room. As with the traditional portal room, the portal is atop stairs, but being within a square stronghold, each side will have a staircase, meaning 4 silverfish spawners. There are various walkways connecting the doorways to other rooms and the portal as well, but no stairs connecting the floors, as that is handled by the stairways between rooms. The walkways have minimal overlap, as underneath the portal/bottom floor walkways is a lava pit spanning the entirety of the room, making the room very dangerous when silverfish breaking out of infested blocks cause the walkways to "crumble" with holes. Due to the pyramid nature of the stronghold, some rooms' floors will lead into the portal room, potentially with the same danger if silverfish are provoked into breaking out of infested blocks.
Light the Way
The fire pits consist of magma blocks (resembling embers) with flames on top since they stay lit forever. However, to emphasize the acient nature of the stronghold, some may end up being unlit (20% chance) and instead be an obsidian block. If unlit torches are added, torches will have the same chance of being unlit instead (intended as just an aesthetic).
Overall, the stronghold is attempting to accomplish a few goals:
1. Motivate the player to seek farther strongholds.
2. Consistent layout/minimal procedural generation that might cause overlap issues or weird dead ends.
3. More room types
4. Looking generally awesome.
5. Being more dangerous for those less prepared.
I will have screenshots as I go, but should not be taken too... finitely. Aspects may change slightly or majorly based on needs, and many details are just my personal preference.
Aug 4, 2020Posted in: Suggestions
The only extent to which I would want to see Herobrine implemented is as an occasional visual phenomenon where, under certain circumstances, you might occasionally see him for an instant, but that's it. No more than that. For instance, perhaps while it's thunderstorming at night, there's a 5% chance that you will catch a split-second glimpse of Herobrine in the distance whenever lightning flashes, with a cap of once per storm. That would be kinda neat and creepy, but as far as an actual mob that interacts with the world? No support.
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