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    posted a message on An idea to match the new ores

    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.

    Posted in: Suggestions
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    posted a message on Different rock types being more common in different places

    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.

    Posted in: Suggestions
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    posted a message on Backpack Idea

    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.

    Posted in: Suggestions
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    posted a message on Poisonous Potato

    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.

    Posted in: Suggestions
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    posted a message on Suggestion for 1.17 dripleaf mechanics

    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.

    Posted in: Suggestions
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    posted a message on Bookshelves

    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.

    Posted in: Suggestions
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    posted a message on Idea for Polar Bears

    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.

    Posted in: Suggestions
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    posted a message on Why are Wooden Tools a Thing?

    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.


    Thoughts? Issues?

    Posted in: Suggestions
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    posted a message on Simple Aesthetic Ideas (Make Minecraft Prettier!)

    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!



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    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.


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    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.


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    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.


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    Posted in: Suggestions
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    posted a message on Combat Update Ideas

    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.

    Posted in: Suggestions
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