Rename Red Sand(stone) to Silt(stone)

"Red Sandstone" is a bit more of a mouthful to say than it needs to be, and regular Sand isn't called anything like "Yellow Sand" or "White Sand". But they don't even have to be called that in the first place - Anyone who's been to Badlands in real life and had to do laundry after can tell you that the ground particles there are much finer and dustier than sand, aka Silt. Red is also a pretty rare color of sand to find IRL, and doesn't occur at all in Continental US (at closest there's pink and light orange), which the Badlands biome in Minecraft appears to be based on.

reddit.com
u/CyberKitten05 — 1 day ago

Make it possible to sit on Wool Stairs and Slabs.

It was cool that they added Wool Stairs and Slabs. It was cool that they created the Campsite structure to show off how it could be used to build a tent, but, come on. People are gonna use them to make Chairs. And Couches. This is going to be their main usecase by far. Like at least 90%.

Sittable blocks have been one of the most requested features probably in all of Minecraft's existence, up there with Vertical Slabs. It's the perfect opportunity to finally deliver them.

The most common argument I've seen in the past against making all stairs and slabs sittable are that it'd be weird if the player could just sit on any random place when it's used as an Architectural element. (Which doesn't seem like a problem when people have to use functional Trapdoors and Shelves instead of vertical slabs but whatever) So, I can somewhat see how it'd break the immersion a bit, especially with Wool Stairs being used in Tents and will most likely be used to make carpeted staircases. Personally I don't think it's a big deal at all, but in case it is the thing holding this suggestion back, the solution for this would be that they'd only be sittable if 1. they have 1 or 2 blocks of open air above them, and 2. they don't have another stair or slab block connected to them in a vertical slope (so you wouldn't be able to sit on rooftops or staircases, for example)

reddit.com
u/CyberKitten05 — 1 day ago

Tips on weatherproofing dry-stack surface panels?

I had an idea for a system of modular, dry-stack wall panels that connect to the wall with clutch power, using dowels on the back of the panels and sockets on the side of the wall.

The main issue I ran into with developing this concept is waterproofing the panels, since they're dry-stack and don't have any adhesive between them to seal the seams and protect the dowels.

The solution I came up with is to create this vertical step on their cross-section where they'd slot together into each other, that way any water that flows into the gap will not be able to reach the inner wall without climbing the step and would be forced to flow out. I also angled the flat faces upwards to make it even harder for the water to not flow outwards. I've illustrated this solution in the picture. Would something like this work? And how would I apply it to the side seams?

Also, would removing the steps entirely and only keeping the upwards slope (and perhaps making it sharper) still be effective?

https://preview.redd.it/msaii2y3vn5h1.png?width=577&format=png&auto=webp&s=70ab06da31cb75cf91e28dc15cec1b0d9782f0b9

reddit.com
u/CyberKitten05 — 4 days ago

Idea for 16 more dyes

https://preview.redd.it/6ojg56pmfb5h1.png?width=1095&format=png&auto=webp&s=5142fa956e1ca714560b1d6654865e3ae598dacd

Normal - Existing color

Italics - Existing color that was renamed, previous name in parentheses

Bold - New color

The new colors are: Maroon, Olive, Teal, Navy, Indigo, Purple (current Purple is Violet), Plum, Rose, Coral, Tan, Cream, Mint, Cyan (current Cyan is closer to Turquoise), Lavender, Fuchsia, and Gray (middle gray, current gray is darker)

Since it's kind of a common consensus that more dyes should be added only if they come up with 16 more, I came up with a way that happens to bring exactly 16 more colors,

The middle row is for regular colors, then each color would get a light variant (1 part color 1 part white) and a dark variant (1 part color to 1 part black), then there would also be the 5 monochrome colors.

The middle row of regular colors is based on the Tertiary RGB color wheel.

https://preview.redd.it/yge6fz68ta5h1.png?width=1280&format=png&auto=webp&s=108cd6089fc0811d0e76f8053db433d594da696c

This color wheel uses the 3 RGB primary colors, Red, Green (Lime) and Blue, with ratios of 1-1 to each other to make the Secondary colors, Cyan, Magenta and Yellow, then uses 1-1 ratios of adjacent Primary and Secondary colors, which is the same 1-3 ratios of Primary colors, to make 6 Tertiary colors. I, however, only use 9 of these, since I felt 3 of them were unnecessary.

-Chartreuse Green, aka 3 parts Green (Lime) to 1 part Red, is just not a very distinctive color from base Lime.

-Spring Green, aka 3 parts Green to 1 part Blue, looks extremely similar to the 1-1 mixture of Green and White (which I named Mint), so I felt it was unnecessary to include both.

-Azure, aka 3 parts Blue to 1 part Green has the same problem as Spring Green, where it just already looks very similar to Light Blue. In fact I decided to rename Light Blue to Azure anyway just so it has a 1-word name.

-Not a removal, but instead of treating Cyan as the other base colors and giving it light and dark variants, since it's already a very light color I moved it down to be with the other light colors, and in its place I put a 1-3 mix of Black and Cyan, which I called Turquoise, and it happened to be very close to the current in-game Cyan color, so that's what it's called now. Alternatively we can just keep it at Cyan and name the actual Cyan color something like Aqua.

I also added a Middle-Gray color to the Monochrome gradient, since the "Gray" in Minecraft is actually darker than a 1-1 mixt of Black and White.

Crafting would also have to be tweaked slightly. In real life, mixing colors with pigments rather than light actually results in darker colors (due to pigments being a subtractive color system), which is why irl you get a Dark Green when you mix Blue and Yellow, rather than a Light Spring Green. It's also more accurate for Red and Blue to make this dark Purple rather than the in-game Violet Purple. So mixing together two Primaries will make a darker color, but to not make the crafting too complicated, we'll make it so Tertiary colors like Orange can still be crafted intuitively, with one Primary and one Secondary, without becoming darker.

  • Red + Blue = (Dark) Purple
  • Blue + Green = Teal
  • Green + Red = Olive
  • Magenta + Blue = Violet
  • Magenta + Red = Rose
  • Turquoise + Lime = Mint
  • Yellow + Red = Orange
  • Yellow + Blue = (Dark) Green
  • Middle Color + Black = Dark Color
  • Middle Color + White = Light Color (except Pink)
  • Red + White = Pink (Pink technically has a bit of Blue in it but changing the recipe would make it confusing, no idea how you'd craft coral though, maybe pink and tan)
  • Black + White = (Middle) Gray
reddit.com
u/CyberKitten05 — 6 days ago

Why is it so damn mouldy

https://preview.redd.it/2p765s7uks4h1.jpg?width=1920&format=pjpg&auto=webp&s=c881c5ede46873d5886e9f78d3dbf205c4884bf1

I was looking forward to getting this block and had a design in mind for it but dude what the fuck is this. I'm not trying to build J.K. Rowling's house

I get that they want premade structures that use this block to look old and unkempt but I literally just crafted these blocks in a crafting table, it is freshly made. This should be an attribute you can change with a wand or something like you can do with wear & tear

reddit.com
u/CyberKitten05 — 8 days ago

It is time to unify and standardize stone types

In my opinion the solution to the stone type clutter issue was always obvious.

Instead of Granite, Andesite and Diorite spawning mixed in with stone, filling up the player's inventory with clutter, the world would be divided into geological areas in which only a single type of stone generates between Granie, Diorite, Andesite and Rhyolite, the latter of which is what the default stone block would be renamed to (the same way the default wood type was named oak once more types were added). Those stone types would all have their default "Stone" variant, as well as their own Cobblestone, Smooth, Polished and Brick variants, and be able to be used in crafting exactly the same way Stone and Cobblestone are used now (as well as Blackstone and Deepslate)

Those areas would be large, perhaps even as large as biomes, around 500-1,000 blocks across. That way, when the player goes mining, their inventory will only get filled with a single, predictable variety of (cobble)stone, and they would know when they transition to an area of a different Rock.

As for the Deepslate layer, we'll give it some love too. Since the Stone layer is now gonna be made up of 4 different varieties, we'll add another variety of "Deepstone", Deepmarble. It would be white in color (could just be a renamed Calcite too with the same texture) and have the same hardness and block sets as Deepslate. (Just ignore the geological implications of Metamorphic rocks generating below Igneus rocks and being harder than them, Minecraft already does it anyway) The Deepstone layer's geological areas separating Slate and Marble would be even larger than the Stone Layer's separation, around 2,000 blocks.

To make different types of rock available to players that don't live in the correct geological area, there would be large boulders of a different Stone variety occassionally generating on the surface. Those Boulders would be LARGE, SPARCE and AVOIDABLE, nothing like the deposits we have now.

We'll also give the other rock types in the game some love. Just like "Deepstone" is a grade of rock types harder than the regular "Stone", there would be a softer grade of rocks containing all the Sedimentary rocks in the game: Tuff, the Sandstones, and Dripstone (renamed to Limestone?). They would full, standardized Block sets just like the other stone types, and be interchangeable with them in crafting recipe.

In summary, all the Rock types in the game would be standardized to be interchangeable in crafting with one another, just like Wood, and would all have complete block sets matching with one another. They can be broadly categorized into 3 grades:

Standard Stone: The "regular" grade of Stone, containing Igneus rock types: Rhyolite (formerly Stone), Granite, Diorite, Andesite, Blackstone and Basalt. The first 4 would make up the Overworld's Underground, while the last 2 would be found in The Nether.

Deepstone: The harder grade of Stone, containing Metamorphic rock types: (Deep)slate and (Deep)marble (formerly Calcite). Those are harder than the Standard rock types and generate below y=0.

Softstone(?): The softer grade of Stones, containing Sedimentary rock types: Sandstone, Red Sandstone, Tuff, Limestone (formerly Dripztone). They're found in specific Biomes near the surface, and are often found in generated structures (Limestone Bricks could replace Stone Bricks in Villages)

reddit.com
u/CyberKitten05 — 1 month ago

A Shepherd's job is to raise Sheep in order to produce Wool (and sometimes milk).

In Minecraft, a Shepherd Villager's first trade will always be to buy wool in bulk, 18 at a time. If they were truly a sepherd they would be the one *selling* wool, not buying it. They only have a 50% of selling colored wool as their fourth trade, and only in single blocks. The person who's supposed to be the one producing wool is purchasing 18 times more wool than they sell, if they sell any at all. What do they do with it? Well, all of their sales are fabric products - Carpets, Beds and Banners. All of the other stuff they're able to purchase from the player is dyes. A Shepherd would not purchase dyes in bulk as it's not their job to weave and dye wool into fabric, that would be a weaver's job. A Shepherd would want to purchase equipment and resources for raising sheep, like wheat, buckets and shears (which oddly enough they actually *sell*)

Also, their job site is a Loom, which is used to Weave fabric, NOT to raise Sheep. If a Sheep got near one it would most likely try to eat it, which would not be very productive.

reddit.com
u/CyberKitten05 — 1 month ago

Most suggestions for the End Update suggest adding more Biomes for the End, and I think that it conflicts with the current End's aesthetic: Right now its barrenness is its defining features. Now yes, before the Nether Update the Nether was relatively barren too, but the shape of the terrain was crowded enough for biomes to be able to blend into it very well.

The End's iconic barren terrain would make any biome stand out like a sore thumb. So instead let's make the barrenness a feature of the game world's lore, and introduce new biomes through repairing it. The Achievement "Free The End" implies that the Ender Dragon had some sort of negative influence on the dimension. So maybe the Dimension is so barren because of her. But once we defeat her the End stays pretty much the same and doesn't feel any more "free". so my suggestion is to add a very-late-game questline focused on healing the end from its barren state.

Throughout the outer End Islands there would be new structures called Monoliths, each of a different type. Perhaps you can find them by using Eyes of Ender. Each Monolith requests from the player an input of a very large supply of a resource. This would also be connected to the natural late-game farming and factory mechanics. For every Monolith you complete by supplying it with its requested resource, it would shoot a beam into the sky, and the End will start generating a new Biome.

Let's say one Monolith requires a double-chest worth of Moss Blocks, then it would generate a new Purple Moss biome. One requires a double chest of slime balls and generates a new slime-themed biome. One requires prismarine and generates an aquatic-inspired biome. One requires a lot of iron and would start generating a new Ore. Those are just examples but it could be any resource that requires a relatively advanced farm.

That way the End doesn't just get "retconned" into having biomes, it still keeps its iconic barrenness, but the player can unlock its new biomes by putting in effort worthy of a post-game world. It actually expands on the End's barrenness and provides context for it instead of taking the easy route of pretending like the End always had a diverse biosphere.

Now the main problem I thought of is the world generation. Minecraft never really had any system where it would regenerate already generated terrain since it would somehow have to take into account existing builds, the closest thing it had was the Deepslate layer addition generating below old worlds, but that never affected blocks placed by the player, only Bedrock.

One solution could be that those Biomes would only generate in chunks the player haven't loaded yet. A more consistent solution is that every End Ring would generate with a different biome, and whenever the Player completes a Monolith, they would unlock Gateways leading to the corresponding Ring, giving the illusion that those biomes didn't exist before. This solution results in much more consistent World generation, but the downside is that different Biomes never touch each other so the world feels a bit disconnected, and that the player could reach "locked" biomes by simply flying out to an outer End ring. Maybe the Outer End Rings don't generate at all until you unlock their respective Biome. I'm sure there's a good solution out there.

reddit.com
u/CyberKitten05 — 1 month ago