Nobody "KNOWS" anything - and it's a problem!

Nobody "KNOWS" anything - and it's a problem!

Whenever you go digging in the posts on this subreddit, you run into people who just use claims with no evidence to decide if an theory has merit and just expect you to treat them as unquestionably true. It drives me crazy!

What do you mean someone can just say "Oh, that's not true, ghasts are made of souls" and we are supposed to act like that is the unquestionable truth? If you want to have fun with that idea, thats fine, but if you want to use it to shut down other people's ideas, I am going to want to see some proof!

Possibility is not the same as truth.

This is the core of the problem, people find one cool explanation they like and then it becomes their default explanation. They forget that it is just ONE possible explanation out off countless options. It is not certain, it is possible.

I'll share a recent example. In this post, there is a discussion about if piglins are related to other mobs like pigs. Somehow the topic of ghasts and striders being related came up. One user says they can't be as the ghast is made of souls, and the reasons are because when the baby ghast in dungeons opens it's mouth, the inside is fiery, and the recipe to craft a baby ghast is made with soul sand.

That's fair enough as AN explanation, if someone proposed it as a theory I would accept it as an explanation and see what cool ideas they are able to make with it, but its hardly a conclusive proof. There are so many other possible options.

Maybe the insides of a happy ghast is firey because they are still learning to control their fireballs, or the skin there is just a bright orange. The name of the block can just be a name, not everything is literal. This game has fire coral that isn't made of fire. The creaking heart isn't literally a heart, it doesn't pump blood. Sometimes things just have evocative names. Sometimes the names are just outright wrong too - looking at you oak tree that drops apples... Maybe the ghast isn't made of souls.

Point being, its a cool idea that the ghast is made of souls - but its a possibility - NOT something we know for sure.

I want people to stop using possible explanations for features as a reason to prove or disprove someone's theory.

This is the main problem. We don't have a 100% fact for a lot of the game. We don't know for sure which theories are true or not, but people still treat their favorite theories like facts.

If you want to say something is a bad theory and your reason is a possibility you like means it's wrong, then you are basically just saying "no, it's wrong because I don't like it that way". Why should we use your favorite possibility as the deciding factor when there are so many other possibilities that might work better with the main theory being discussed?

If you are going to try and disprove someone else, your proof better be based on actual fact, not merely a possibility.

IDK, what do you guys think? Is this just someone out of touch getting annoyed or have you noticed this too?

To be clear I 100% oppose anyone going to the example thread and harassing people there. Be cool about this.

u/PetrifiedBloom — 11 days ago
▲ 106 r/Minecraft

Teas, kettles and special effects!

Minecraft has magical foods, like enchanted golden apples, regular foods like apples, and magical drinks like potions, but not much in the realm of regular drinks. This suggestion adds brewable teas to the game, made from natural ingredients that offer new boons to the player, giving more uses to some of the underutilized plant resources in game.

Each tea is brewed using a kettle, crafted from 4 copper ingots and 2 sticks. The Kettle is placed like a regular block, and the player can brew anywhere (as a cold brew), though this is slow, taking 2 minutes to make tea. Placing the kettle over a campfire, furnace, smoker or blast furnace speeds up the process and tea can be brewed in 15 seconds.

Here are some example teas:

  • Tea of Alertness - Brewed from Wildflowers and Glow berries - When a hostile mob comes within a 20 block range of the player, a gentle chime sound plays. The player is more aware of the world around them and harder to be ambushed by mobs.
  • Tea of Digestion - Brewed from Pink Petals and Beetroot - Foods eaten give 33% more saturation.
  • Tea of Resourcefulness - Brewed from spruce leaves and Apple - When crafting items in a non-reversible craft that returns multiple items, receive 2 more items than normal - for example, crafting torches would give 6 torches instead of 4. Crafting trapdoors would give 4 per craft instead of 2.
  • Tea of Wakefulness - Brewed from Sugar Cane and Red Mushrooms - Resets the player's Insomnia timer, preventing phantom spawns.
  • Tea of Study - Brewed from Dried Kelp and Cocoa Beans - The player receives increased XP from all sources.

You might be thinking "Bloom, those Teas sound horrible! Who wants to drink that? Why are we making tea from such random stuff?" - It's a good question, but I have a good answer too!

One of the design goals for this suggestion was to limit the amount of item bloat to the game, so rather than add 15 new plants that look pretty but are pointless outside of making tea, I wanted to stick to items that already exist. This means the recipes for teas are herbal, typically including one "leafy" component and one "fruity" component.

Where possible, we can "match" ingredients with their effects, like the glow berry lighting up dark spaces, making caves safer, and the tea made from them does something similar, making it hard for mobs to sneak up in the dark. Hot chocolate used to be incredibly popular in universities and scholarly institutes when brought to Europe, where it was used as a stimulant to study longer. Kelp can be used as a dietary supplement to treat iodine deficiency, which leads to reduced ability to learn and remember. Together they become a tea that makes it easier to learn and gain experience.

Of course all of the recipies so far are first drafts, I am happy to hear what people think should be used for each tea, I am just trying to stick to 1 tea per item for now, rather than make 10 things with the same ingredient. To reward exploration, each recipe should also requires plants that come from different areas.

Respecting Older Items While Being Future Proof

One of the things I really like about this system is that it is a simple way to add extra love to some largely forgotten features. The fern item has basically just been a decorative item for 15 years at this point, but we can go back and give tea recipes to these forgotten items. Maybe ferns can represent growth, and can be made into something that icnreases random tick speed around the player?

It also lets new features be added in a way that is less disconnected from the rest of the game. A new sniffer plant can find a place in game by being used for tea, rather than just being a weird item that doesn't really relate to anything else in game. It's a new way to make new features valuable and mesh with existing features, rather than being added as something isolated and independent.

If you have ideas for more boons that drinking teas should offer, or alternative recipes for the teas so far, please share them in the comments below! All I ask is that the boons for the teas be something new, not just copying existing effects in game!

The Kettle pixel art is taken from the [Let's Do] HerbalBrews mod. You can check it out here.

u/PetrifiedBloom — 3 months ago

Teas, kettles and special effects!

Minecraft has magical foods, like enchanted golden apples, regular foods like apples, and magical drinks like potions, but not much in the realm of regular drinks. This suggestion adds brewable teas to the game, made from natural ingredients that offer new boons to the player, giving more uses to some of the underutilized plant resources in game.

Each tea is brewed using a kettle, crafted from 4 copper ingots and 2 sticks. The Kettle is placed like a regular block, and the player can brew anywhere (as a cold brew), though this is slow, taking 2 minutes to make tea. Placing the kettle over a campfire, furnace, smoker or blast furnace speeds up the process and tea can be brewed in 15 seconds.

Here are some example teas:

  • Tea of Alertness - Brewed from Wildflowers and Glow berries - When a hostile mob comes within a 20 block range of the player, a gentle chime sound plays. The player is more aware of the world around them and harder to be ambushed by mobs.
  • Tea of Digestion - Brewed from Pink Petals and Beetroot - Foods eaten give 33% more saturation.
  • Tea of Resourcefulness - Brewed from spruce leaves and Apple - When crafting items in a non-reversible craft that returns multiple items, receive 2 more items than normal - for example, crafting torches would give 6 torches instead of 4. Crafting trapdoors would give 4 per craft instead of 2.
  • Tea of Wakefulness - Brewed from Sugar Cane and Red Mushrooms - Resets the player's Insomnia timer, preventing phantom spawns.
  • Tea of Study - Brewed from Dried Kelp and Cocoa Beans - The player receives increased XP from all sources.
  • Tea of Companionship - Brewed from Birch Leaves and Carrots - Players will slowly regenerate the health of any mob they are riding, or any mob they are sharing a boat with. (Thanks to u/NateTSO for suggesting this one)

You might be thinking "Bloom, those Teas sound horrible! Who wants to drink that? Why are we making tea from such random stuff?" - It's a good question, but I have a good answer too!

One of the design goals for this suggestion was to limit the amount of item bloat to the game, so rather than add 15 new plants that look pretty but are pointless outside of making tea, I wanted to stick to items that already exist. This means the recipes for teas are herbal, typically including one "leafy" component and one "fruity" component.

Where possible, we can "match" ingredients with their effects, like the glow berry lighting up dark spaces, making caves safer, and the tea made from them does something similar, making it hard for mobs to sneak up in the dark. Hot chocolate used to be incredibly popular in universities and scholarly institutes when brought to Europe, where it was used as a stimulant to study longer. Kelp can be used as a dietary supplement to treat iodine deficiency, which leads to reduced ability to learn and remember. Together they become a tea that makes it easier to learn and gain experience.

Of course all of the recipies so far are first drafts, I am happy to hear what people think should be used for each tea, I am just trying to stick to 1 tea per item for now, rather than make 10 things with the same ingredient. To reward exploration, each recipe should also requires plants that come from different areas.

Respecting Older Items While Being Future Proof

One of the things I really like about this system is that it is a simple way to add extra love to some largely forgotten features. The fern item has basically just been a decorative item for 15 years at this point, but we can go back and give tea recipes to these forgotten items. Maybe ferns can represent growth, and can be made into something that icnreases random tick speed around the player?

It also lets new features be added in a way that is less disconnected from the rest of the game. A new sniffer plant can find a place in game by being used for tea, rather than just being a weird item that doesn't really relate to anything else in game. It's a new way to make new features valuable and mesh with existing features, rather than being added as something isolated and independent.

If you have ideas for more boons that drinking teas should offer, or alternative recipes for the teas so far, please share them in the comments below! All I ask is that the boons for the teas be something new, not just copying existing effects in game!

u/PetrifiedBloom — 3 months ago