Yeah and if you find buddy in those biomes he would “ask” if you would like him to trade you certain items since In cannon the player is “late” to the world so to expand the asking aspect, villagers would ask for things like more light or better fences and more houses and more. But that would make a nice add on
42:17 I still find it ridiculous how they decided to remove this mechanic because it was "too laggy," because they programmed it so that all mobs would constantly check for exploding creepers every tick, instead of doing the much more efficient method of having the game detect a creeper exploding and cause nearby mobs to run within a radius of that specific creeper. So basically only the creeper would do the check, and only _during_ the fuse timer.
We're talking a company that had to hire a guy specifically to make light go through slabs then canned them basically as they were finished. Mojang is an insanely incompetent company.
@@mow_cat Even so, I find it really, really hard to believe there wasn't a better way. Either they didn't give us all the details, or just straight up lied, though I think the first option is more likely.
@@mechacode8527 Theres definitely a better way to do it, but OOP sort of locks you into bad decisions when you make them. It gets hard to correct hierarchy trees and relationships once theyre set in stone. The Minecraft source code is horrifying...
The Farmer’s Delight mod showed me just how much better Minecraft’s food system could be. Simply allowing the base-game food items to be combined in more complex ways for greater benefits would go a long way to helping fix the hunger system.
You reminded me of Roguelike Dungeons 2 that used five different nutritional values to make it so you needed variety...or just make a crapload of stuffed pumpkins.
like on one server there is a hoglin farm accessible and I always eat cooked porkchops, on other one I built chicken reactor (as I call it) which made me to eat only cooked chicken to the point when I turned off cooking and throw raw chicken into trash can while still having full barrel to eat - TFC was more challenging with that rotting mechanics and balancing diet to get more "hearts" - MC is very good, but I missing that health/stamina/...../dexterity/magic from other games - like hard mod is about break 2 dirts and place them above me while in that pit through the night - ok for 6yo it should to be fine in easy mode, peacefull is nerfed creative -- why is that needed? - what if? - start the game with different stats (maybe mentioned) of player and mobs (playing server where baby zombie lvl 20 is a pain to kill and it can spawn as lvl 30) let say 3 hearts and 3 hungers (aside stamina mech) and let say with strength/or something/ similarly low. What if even if I have propper diet I can got upgrade those stats, but different challenges for different stats - walking running for stamina, crafting/mining for strength (which could affect amount of items I can carry - mentioned several times "dinosaurs extincion grade asteroid" - 37 shulkers with gold blocks 19.3 metric tons each = 1.234 million of tons) and so on. Some magical food can increase your ability to be able to do more enchant or store more xp or what ever - like xp farms are lagging machines, but while you can only boost your xp stock capacity by eating adjacent to enchantment table or by using potions - it will be like pure one block challenge, where guy was jumping several (ingame) days at that block to lower his hunger yes, there will be still grinders willing to stay next to enchantment table with glistering melon in inv and jumping for ethernity while eating them ... but if they will die due to imbalanced diet AFK is not a way. If it is too complicated for newbies? Why we have here hints and chat msgs? We can send hints and notes and warnings to players. We are able even pause a game for them by som "po up window" - with msg "u r in danger will robinson" read that or this or do this for maintaining learning curve but at the end if will be different game (as ever engineered mods did several times)
You should be able to get slime balls from fishing. In a lot of people’s worlds you’ll never come across a swamp or a slime chunk, and finding slime in a natural body of water just makes sense. Rivers can be gross sometimes and it shows a slime drowned there
Why it's not farmable so u can't get a lot + if you need it you need at least more than 2 just to make slime piston door or flying machine if you need it you can go on an adventure to find swamp or just explore giant cave almost all the time you will find slime chunk then just fance chunks and wait for more to spawn
@@Ua_cool if you’re able to find a slime chunk in a cave, it’s simple enough to set up an auto slime farm given your able to find which chunk it is. If not, camping the area will also get you a lot of slime. Having a lot of slime isn’t bad because the things you can craft with it aren’t extremely powerful, especially for someone like me who sucks at red stone. Idk about anyone else, but the issue for me personally is some worlds I play, I’ll never come across a slime chunk or swamp. And as for swamps, even if you find one slime only come out when the moon is at a certain phase. I feel like slime alone shouldn’t be an incentive to seek out a swamp, the default non-mangrove swamp has nothing else going for it. The only other way to get slime is to hope a wondering trader sells you one piece for 5 emeralds. If you could fish for slime, it doesn’t have to be a common drop, but it can just be there for people who don’t have any other option. Does that make sense? I’m not tryna argue
@@Ua_cool if you’re able to find a slime chunk, it’s not hard to set up an automatic slime farm which yields a lot of slime. If not an auto farm, camping there area will also get you plenty. Having too much slime isn’t the problem, the things you can craft with slime don’t make you any more powerful, especially for someone like me who sucks at red stone. Idk about everyone else, but my issue is personally, I’ll play some worlds where I never find a slime chunk or swamp at all. And slime shouldn’t be the only incentive to travel the world and hope to find a swamp, default non-mangrove swamps don’t have anything else going for them other than slime, and even if you find a swamp, they only spawn when the moon is at a certain phase. The only other option is to hope a wandering trader sells you one piece for five emeralds. I think if you could fish for it, it doesn’t have to be a common drop, but just be there for people who don’t have any other option. I think it’s unnecessarily hard to get for an item that isn’t really powerful. Does that make sense? I’m not trying to argue
Man I got lucky since every time I’m in my cave entrance there is slime so I have a good supply of slime but what if honey worked like sticky pistons but “EXTRA” sticky plus what if you could craft normal leads which would not stretch and would be a certain length depending on how much leather you thin out whit a little honey making it have durability if it stretches out for a while and would snap under weight unlike the other one 😁🤙🏾
This idea would be nice, also trial chambers will soon be added which you can find slimes pretty easily in there and there is a potion that allows for much easier slime farming and you can find them with a map so you wouldn't have to search aimlessly.
I literally am trying to build a wall around this village but it’s take me about two cave trips just to at least try since I can just sleep and all the mobs burn away. I wonder.
These 2 videos really opened my eyes to how much potential Minecraft has that is just waiting to be tapped into. Seeing the development of the mod also gave me inspiration to learn modding myself. Awesome video man, good luck on you and your team with the mod!
Why thank you. Yeah Minecraft despite being the biggest game of all time still has so much more potential. If you feel like you can, you could help out with the mod.
For fishing, I would maybe add something like a hidden timing mechanic. Perhaps when the bobber is at its lowest in the water, there's a greater chance of mid and treasure items. Saddles should also become stackable, or stripable for leather.
Although yes that could be interesting, trying to do precise timings like that isn't ideal for a game where it is easy to have a bit of lag, and I have made saddles stackable
@@GreenJab Okay, the stackable saddles is huge. Thank you. I suppose that the lag would be an issue. Maybe there's another way to add some kind of minigame/learnable skill to make in person fishing fun (and even slightly buff it) without breaking auto-fishing farms? If there is, I suppose I'll have to get cranking on it
There were a couple mechanics i wasn't quite sold on but he is so great at explaining the features and reasoning behind them and they are so well throught out that he pretty much convinced me of all of it.
To me I would actually be happy to jump on again if it was optional ya know, a game can be changed by the player and maker cause you can beat the Ender dragon with an enchanted sword of wood ya know.
@@justjordan6147 if ender dragon will be buffed by explosions the bed/anchor will be counterproductive and similar to zombies healed by potions which hurt alive creatures - more consistent and already in a game
"if we can teach people that villagers require exercising and socialization to be happy, maybe it would teach them that we need it too" if those kids could read they would be very offended
@@GreenJab I am always complaining that those children at server forgot magic word - "give me this or that" is for me quite offensive. And worst is "why you gave him 100 and to me only 10?" is considered in our culture as rude - we have a saying "do not check teeth of gifted horse" - it was a gift if you do not like it, you can give it back (which will be very rude irl too - but serves approach "If you do not like you will get nothing")
Another thing is the current loot tables, for example the end city loot still has beetroot seeds for no reason because they were added in the same update. Maybe add tipped arrows, or even normal potions to loot so they are exciting to come across
Actually, they do! It’s just way too slow to actually do anything. It really doesn’t make sense that a land dweller like the player can swim as fast or faster than a fish.
You could.make it so certaintrims increse the potency of certain types of enchants. Also make the wandering trader sell sponges. Call the map book atlas.
The idea of giving horses potions before breeding to give buffs used to (not sure if it still does) actually work in bedrock edition but only worked with leaping and swiftness
that is where the idea stemmed from, I just want to see it become more intentional and therefore not completely broken (there was no cap on bedrocks one)
@@justjordan6147honestly horseshoes would be very helpful considering all the boot enchants, ive asked a modder friend of mine to add them in before but he doesnt know how
people are weird - I was suggesting to use F3+B to be sure to hit a boat and not a villager to some guy on twitch and he replied "I am not cheating" while in his screen corner was Xero's minimap - then built in mech is cheating, but addon is OK?
I have a document with all the changes I think Minecraft needs and its crazy how similar some of these are to my ideas. I feel like you generally understand the balance between difficulty, vanilla feeling, and creative freedom that is needed. Well thought through.
I’d be interested to read your list, see if there is anything I have missed or perhaps ideas which might be better than mine. I will be waiting in the discord
I love the enchantment idea because theres also the idea that if you have more of the same book it has a better chance so have to balance consistency with power if you don't have enough books
correct, additional you could combine books to have to fit more enchants to have a chance of being picked in the smaller space, but will cost more and more to combine, so yet again another soft cap there too
Nah fam I wanna repair MY DAMN ANVIL LIKE WHY CAN I NOT?? I understand that enchantments are valuable but why not two separate durability bars, one for magic/enchanting which would include naming. And one for the material side which could be repaired and would not break the anvil but the magic side would no matter how low the material side is.
villager slavery has got to go in every way, it is fucking insane that enslaving people is part of the main most optimal progression of minecraft. Iron farms should come from another mob.
these changes try their best to make trading halls not the most optimal. although i can agree iron should probs come from another mob, I am only here to tweak things not change things
@@GreenJabyeah you are right cause no matter how mush we sometimes beg there is always something going on within, mojang needs a revival to make these changes happen and since everyone is legitimately struggling with money, happiness, and all sorts of problems. The whole world needs to become better.
Mojang refusing to add fireflies because they're dangerous for SOME types of frogs in real life but proceeding to make villager slavery optimal in literally every way is so funny lmao
@@GreenJab if here will be something like duping mechanics - if it will be more technical and not abusing ... but that will be different game ... but if 4 iron golems around a cobblestone on netherrack in fire can turn it into iron ore in 12sec .... people will always make insanely OP farms for anything even glow lichen which is almost useless or previously mentioned sniffer stuff ...
i personally think a better idea for adding more to the treasure pool for fishing is instead of just adding the heart of the sea, add a buried treasure map in a bottle
Idk, to be honest, the netherite anvil is a clever solution, but I also feel like it undermines the limitations you put on enchanting in the first place. The curses opening up more enchantment slots feels more elegant imo.
the cost is supposed to be high enough that you can have some powerful gear, but you will generally save them for special occasions and most of the time use gear that has the limitations, rather then how it currently is where your god gear is you main gear
@@GreenJab I mean I understand the concept, but it basically just reintroduces god gear but grindier. It’s a creative idea but I’m not sure I’m as in love with it as some of the other fixes in the video :)
@@sirondiumI’d rather have the anvil have two durability bars which can added by enchanting it. Shocker or just having it nearby a table, and what if you could make different enchanting heads with materials combinations.
This will be a great opportunity to add more curses to the game, like taking damage in contact of water, making the player slower when hit, and more...
Small pushback on having bigger food cost more use time; I added that system and it sucks. All it does is make your finger hurt from having to hold down the button for so long. It was removed milliseconds into playtesting from just being such an annoyance. There was also an issue where some of the smaller food items became really overtuned as they provided more saturation per second.
That is why I did a bunch of calculations and testing to make sure that larger foods still give more hunger per second overall, and that larger foods don't feel like they take forever to eat, but long enough to possibly warrant smaller foods if you would like.
@@GreenJab Damn that's some dedication, sadly I wouldn't be able to do that on my end because of just the scores of food items that get added in modded is astronomical.
Most of your ideas are actually awesome. It's nice to see someone who understands minecraft (and its problems) at a deeper level than whining something about good ol' days. I always keep forward for your next videos on this topic. Keep a good work and have a great day!
To add to the food changes, more of the expensive or rare or hard to use foods could have some other bonus utility, like extra fast consumption speeds. Pumpkin pie is a good candidate. Gapples give magic effects, garrots give superb saturation, and pie slides right down the gullet.
As I generally want food time be directly linked hunger, I think a better option is the stamina provided. I currently haven’t changed the vanilla values but since almost knows the saturation values of food, I could make it so the “simple” foods give less saturation than the more “complex” foods like the pie to give more incentive to using them
@@GreenJabyup and I just wanna make sandwich would have been easier to add a coock during that pillage and village update which would make the food actually important to villages and pillagers would send sneaky pillagers to steal food and mark out locations of villages and you either stop it let it happen or see the aftermath of one.
I’ve always wanted a way to go fight the dragon in peaceful- I like the idea of mob behavior changing in peaceful so hostile mobs become passive and there are non violent ways to obtain materials which still require some level of skill. Like maybe trading with witches to get redstone and bottles instead of killing them, or shearing zombies into skeletons for rotten flesh, or using a fishing rod to pull blaze rods off a blaze. I like Minecraft for mining and building so peaceful fits my play style better haha. The end fight would still be a fight as normal but with different difficulties. Idk lol
@@elliesternI love your idea of actually interacting with the mobs instead of them being there doing nothing or just plain gone. The sheering of zombies doesn’t seem vanilla to me but I think it would be that zombies would occasionally just drop some something and for skeletons you would take some body parts and feed or pour milk on em to give them a regeneration affect which would have teirs. Honestly you have some good ideas 💡
I really think in addition to all that, it really needs to be said, please for the love of god Mojang ADD A TUTORIAL. A specific tutorial world; or a guidebook that you spawn with that gives information as you come across one entity, item, location or biome; or even just a pop-up with it's own UI to tell players what is going on. You can't expect ALL players to be fully aware about everything in the game, why does it matter if you fix fishing, if any new player wouldn't understand or even know fishing exist. Minecraft has had a "Wiki Game" problem for so long we really need it.
Although Minecraft definitely has a 'wiki game' problem (I remember needing to memorise crafting recipes and block ids), I don't think a tutorial world is the way to go, nor pop ups, guide books, and other suggestions. It is a difficult thing to get right, but if done well, can be great, done not right can actively hurt the game
Maybe, include written books in villages, strongholds and other structures with information that the player could use? The chiselled bookshelf already exists so adding those wouldn't be too hard.
@@leonicomil6167 interesting idea. although would it fit lore wise as i don't think there is any pre-existing writing in the game. It would have to be somewhat cryptic, i.e. don't just tell the player what to do, also there is the problem with language. I wouldn't want to see this become a standard use for all things 'tutorial' but could be fun for a few specific things, like possibly how the beacon works. It's not perfect, but it being an 'in-game' find and not something that is thrown in your face immediately makes it far better than many other ideas.
Minecraft should focus on indirect tutorials rather than directly showing the player 'how to play minecraft'. Since there isn't one way to play the game, it's it works better if Mojang tells players how things work through subtle hints like the ruined Nether Portals as an example
@@Harriet-MarieHaines Absolutely! The books don't have to be direct at all. Additionally, I will copy-paste what I said in the discord yesterday: "Yeah, this wouldn't have to include every aspect of the game. Maybe this could be used as a way to introduce the new mechanics to players coming back! As for the lore, it fits because you could say that the ancient builders wrote those books in order to teach the future generations about the world. Expanding on this, maybe you could actually get some books from archeology too, perhaps telling you about the deep dark and mineshafts."
28:05 something i would like to mention is suspicious stew should only be stackable when crafted, not when found naturally, because otherwise one could have some way to see what effect a naturally generated suspicious stew has via stacking it on top of a suspicious stew they already know the effect of (via crafting or milking)
31:46 ok, dont get me wrong, i love the idea... But the thought of bait for you know, treasure.. Sounds so silly 😂 Like a mending book is gonna see a spider eye and go "hell yea, jackpot"
21:40 I have seen in a mod for Minecraft alpha called NSSS, a running mechanic where depending on how much health the player has, they will have more or less time to run and then have a rest. And if we can add that now the hunger bar will only decrease if the player is regenerating health, but does not regenerate health when he is running, meaning that the less life he has, the faster he stops running he will be able to regenerate his health until the hunger bar Stamina is full (as far as the health bar is full) I don't know if you understood me correctly, I only recommend you see the mod.
I really liked your fishing ideas. Adding bait is a great way to balance early and late game. And with the autocrafter everything can still be automated for those who want to put in the effort.
@@GreenJab and finally some use of spider eye (one more) , I was wondering why in observer recipe is not spider eye - there is a quartz pretending lens, redstone pretending electronics and no sensor (I know that quartzes have optoelectronic features - but that is at least for specialized high school children, not for 8yo - eye makes more sense for them)
What a great follow up video! The atlas is amazing. Ready to ship. No notes. Mojang hire this man. I think the enchanting ideas are going in a great direction. I'm still not sold on biome specific trades for both gameplay and astetic reasons. I like the idea of enchantments leveling up with villagers instead of combining books because 3+3=4? What if librarians didnt know any magic but instead had slots to 'learn' from the player placing an enchanted book into a lecturn and trading them a book and quill to lock it in and leveling them up increases the enchantment level. I think the chiseled shelf should remove all rng from the table. 14 regular and 1 chiseled you could control what you put on for an increased cost. The goal being to create a magical library as you explore and loot and really feel and see your progression as your collection grows in size and power.
This wasn't always the case, but it's definitely the case in the most recent versions of the game. For a game about building, you'd think the player would be encouraged to build. But instead, we get pre-generated villages and elytra that let you travel the world without building a single block of infrastructure.
Also about the food, some people don't like having short stamina bursts during long explorations, but I think that making the saddle craftable is a good way to avoid it.
Yeah I half bring it up here, but it its just a make one and is just adds everywhere you go automatically and has the ui marker system I don't want. You can see it when I 'merge' it, minimap and normal maps into 1.
@@nati0598 Yeah, buffing rails/horses would hopefully cover the gap that nerfing sprinting will make, thats the idea. Have each type of movement have a best use case.
@@GreenJab I might have played an older version of this mod, but don't you need to supply it with empty maps first? And you can add filled maps to it anyway.
Fixing travel fixes most of the issues with the game, as the world itself is the foundation on which the game is created. Once travel is fixed, then combat, then enchanting, then whatever comes next. With the fix of travel things like the enchantment books being locked to different biomes doesn’t feel that bad, same with getting different blocks and fighting different enemies.
All I'm gonna say is, keep making videos like this. I adore videos that address key issues with the game and it's mechanics and clever ways on how they can be fixed.
I have plans for one more long video like this to complete the trilogy before I then dive into making the mod. I don’t want to feel a need to do this forever, and by the third video I would have talked about most main gameplay elements, especially those that have been in the game for a while, as I am not as familiar with the newer stuff and also am yet to see the long term effect of them. but once the third video is done and the mod has been mostly developed, I’ll see if there is anything else to talk about in smaller videos
I’m glad you do. when I watched nett develop this, and saw the map changing automatically and the full map when right click, I think I felt my heart miss a beat
@@GreenJab vanilla maps are good only for a map art - never use them, never run after a treasure to open chest to get wheat or gunpowder or rotten flesh and looting mine shafts looks like take mine cart with chest and throw rest out (for me) (collecting redstone blocks and rails and cobwebs which are not renewable)
I for one am a great fan of your enchanting system changes. The system itself is a big improvement, but also the over-enchanted items do wonders to improve the looting systems for exploring, without adding “new” stuff. In tandem with your other changes like the tool belt, it feels like a great addition
I also very excited about the enchanting changes. recently as I’ve been figuring out the details around the chiseled bookshelves, I’m actually more excited a out that than even the anvil changes, over enchanted loot and stuff. I can’t wait to get this mod up and running enough to start truly playing around with it
@@GreenJab I mostly do not like magic aspect of games, I like more technical one ... at the end of the day it does not matter if I added titanium plating on my tool or abracca -dabra magic crystal , what matters is a functionality - I have always silk touch and standard set of tools. my sword in all in one hoarding kind of mods is - (slimefun mod) - blaze rod + emeraldscrafted as beheading + bane of An..V, knockback V, Mending, looting VI, sharpVIII, Smite VIII, Sweep III, unbreaking VIII - did not add unbrakable rune to it yet - quite ridiculous - It will be OK if you are mage lvl 195 in some fantasy games - but you can use it in first second after first load of a game (slime fun has some knowledge learning strategy, but does not include enchants) - that is what allows to beat Ender dragon in 7mins of speed run - what a boredom (did not seen third part yet, but if explosions will buff or at least heal ender dragon as is in vanilla already in case of potion of weakness healing zombies, it will be so consistent - dragon=fire=heat=knockback - tnt/bed/anchor explosion=fire=heat=knockback)
@@stanislavbandur7355 explosions healing the dragon is an interesting idea. I have been working on the ender dragon fight for the past week so I'll keep it in mind. Not sure if I will add it, but it is definitely an interesting idea
36:56 I have another idea for the rearing mechanic: Police horses are trained to tolerate pain and are trained to not be startled as easily. My idea is that, the longer you train a horse in a combat situation, the less it will rear back. Of course, this could also come with the drawback of recently tamed horses being very prone to rearing. Another idea, this time for the coal beacon: Night Vision is amazing, but the beacon should also have the functionality of a torch, acting as a deterrent in a wide radius. Coal beacon range starts at normal beacon range. NV effect has +5 base range compared to the torch function. Tier 1: Night Vision, Medium hostile mob spawn rates. Tier 2: NV, Low Spawn rates. Tier 3: NV, No Spawns. Tier 4+: +5 Range per Tier.
34:45 Bane of Arthropods is referring to the biological phylum that the mobs fall under, it means Joint-Footed, so it creepers, slimes, and magma cubes wouldn't fit. The Skyblock minigame on Hypixle has an enchantment called Cubism which does include the aforementioned mobs.
I know what an athropod is, but for the sake of minecraft which is fantasy, I’d rather try being bane to the level of like smite instead of add yet another small usage enchant like cube
Good video. I'm really on board with the run stamina system. I've been theory crafting my own potential changes to the game and my thought was to boost the hunger drain of heavy armours (especially iron), but separating the ability to sprint into a simple adjacent "stamina" mechanic is brilliant. I can envision sweet berries and honey bottles becoming a niche item rather than being entirely useless under this mechanic
the simple paint drawing funilly enough shows the biggest issue with most progression mods, either nerfing everything so heavily it becomes a chore to even progress to stone tools or just uncapping the few limits the game has with minimal effort to reach the modded content. these two videos are honestly the most well thought out critiques of the game i've seen, not just pointing at the problem and saying a suggestion out of obligation but actually considering game design and progression paths throughout, like netherite anvils with over enchanting would never come up in the usual minecraft is too easy video. there is one thing i would like to add though and it isn't so much game balance related as it is feedback related, and that would be mobs interacting with the enviroment naturally. key word on naturally because the only post notch mob to interact with the terrain is the wither which has to be summoned, with one additional interaction given to zombies breaking down doors, with just those 2 exceptions the mobs ability to interact with the terrain has remained the same since beta which is honestly ashame and with mob ai being changed to need line of sight to track it is way way too easy to make them forget you by placing a wall anywhere. something as simple as memorising the cords they last saw the player and having to check the location before deagroing would be great, and with how easy it is to place blocks it should be fair mobs be able to interact with them, the creeper and spider are fine as is but the zombies already break doors so why not have them dig blocks as well? limit it to 1 or two because they're basic but endermen who are easily exploited with a floating ceiling could pick up and place behind them rapidly, enough to slow them down to get hits in but fast enough you need to repair your bunker. and the warden being big and hunking and needing to use a sonic blast to hit the player, save the ranged attack for when the player are above them but when they're on or in the ground, make them dig a chunk out like the wither does, having them be able to dig through the ancient cities walls as they sprint at you would legitimately be terrifying. also small buff to pets to make them more useful, make them proactive instead of reactive, instead of attacking a mob you hit or has hit you, make them react to them agroing directly, have cats chase away agro creepers instead of ignoring them, make parrots sound out when a mob agros onto you when you haven't been in combat for awhile, and then allow mobs to directly agro onto your pets as well, then you could diffrenciate wolves pack behaviour of also reacting when other wolves get agroed much like they do when wild against the player or foxes which only care about themselves cause they sorta just mob together. also beacons should affect tamed mobs not just ridables, regen and resistance are already broken on the player so having them on your pets would stop them randomly dying in your base to a stray mob they decide to attack.
Thank you so much for spending the time to write this comment. It means a lot. I wouldn't be discussing these ideas if i didn't think they would have at least some merit to them. That graph has been my favourite image when discussing my ideas with others as it really shows where a lot of the problems lie. That graph came to me after playing a bunch of ROTMG where first early game can be pretty quick, but each tier especially late game becomes exponentially hard too get. The biggest problem with the mob changes you presented is it will go against modern mojangs philosophy of "bad things happen, but its the players fault". Stuff like the creeper and endermen would never be added today but have become to iconic to remove at this point. The only reason the wither can break blocks is because it can only be spawned by the player themselves. With pets pre-attacking, it assumes that you want to kill every mob you come across which isn't always the case, plus there are cases where wolves are programmed not to attack creepers because that would be suicide. I have had some thoughts on how to address mob AI in general, and although I don't want to change it too much as they are supposed to be simple, I have thought of the 'remembering your last location', and I feel it is something that could be tied too difficulty such that on easy they are quick to forget where you are but on hard you better hide or they will find you. The parrot making the sound of a mob when it aggros you if it hasn't for a while is actually a really good idea that I haven't heard of before, and would give them an actual use too bring with you as opposed to how they just make seemingly random sounds to throw you off-guard. I only had a horse in the vid, I do say 'pets and mounts', which include wolves cats and the like.
@@GreenJab all good, and yeah modern mojang philosophy is something I personally disagree with precisely because it contradicts features already iconic to the game, and with mojang doing a 180 with auto crafting I do genuinely hope they do more. But yeah do think having it difficulty dependant would be best anyway, something to actually differentiate medium from hard. Thanks for responding to my comment btw, I know I woffle on a lot lol
I think all of the ideas you have presented here have great merit! These changes would do a lot to encourage fun gameplay loops instead of tedium (in my opinion). I get the feeling that a version/mod with these changes would be exploration focused and players would be encouraged to engage meaningfully with the game world! I'm going to spend a while thinking over all of the ideas you presented here!
You know, now that you reminded me that parrots exist, I think it would be very cool to play into the shoulder mechanic that they have. My ideia would be so that they can attract mobs, similarly to holding wheat near cows, but without the need of a "feeding/breeding item", that could make relocating some mobs way easier and more enjoyable, like villagers, since they dont have a "feeding item" and the only way to attract them is to tediously open and close the trade menu. That would also fit thematically since parrots are known for mimicking sounds that they hear, so you could imagine that they are talking to the villagers in their own language(since we dont understand it). This also can obviously be applied to other mobs, but the most relevant one really is the villager I think.
A note on removing the ability to enchant books from the table, maybe allow the grindstone, which is used to "Repair and Disenchant" to disenchant by moving some of the enchantments onto a book
I feel like we should provide an alternative for late game iron other than golem farms. Maybe adding a miner villager that can trade iron. And creating underground ore-rich vein underground biome. When a miner regularly visit such a biome, his supplies and prices increase. Finally we should give special tools to guide the miner to their favorite biome
oh my god i feel silly for leaving a long paragraph about some cool changes id like when some of the exact same ones are said here looks like we are on the same page
10:15 I always say that the happiness system villagers have is too simple and the fact that you can just force them to sit in one spot and still get ridiculous discounts is stupid. Glad to see someone voice this in a video
villagers are material generators, they do stuff from nothing - take feathers or sticks to turn into emeralds and turn them into various items while getting xp - so boring, repetitive and ....annoying (If I could /without mod/ to sell them all at once - same idea as bulk crafting complaint you had) (make villagers side quest generators instead)
23:45 My favourite mod for that was the original spice of life- if you eat the same thing over and over, it gives less hunger. You have to eat 20 different foods to suffer no penalties, or you can eat 3~5 for the penalties to be quite low (but that was geared towards Pam's harvestcraft, so for vanilla maybe 7 for no penalties and 3 for low penalties could be enough)
It’s an interesting idea, but basically forces more inventory slots just to get to the same state we are in now. it could be difficulty to properly explain to the player why their food is worse and how to fix it, and takes away a bit of freedom from the player
@@GreenJab There was a lumchbox item that held iirc 5 stacks of food if shift-right clicked, and if you just right clicked it you would eat the food that had the least penalty. Ik that's not quite a vanilla friendly solution, but that's how that mod handled it.
Wow, this video is filled with amazing ideas! I love your analysis of the current playstyle meta and suggestions for improvements, let's hope someone at Mojang sees this!
I think instead of putting ingots into fishing loot pools (which tbh doesn't make much sense, even compared to the other fishing items) they should add new types of fish that do different things (whether being a potion ingredient or better food source) which can ONLY be obtained through fishing. I also think that more items than just spider eyes should be usable as bait, such as rotten flesh, phantom membranes, glow ink sacs, rabbits foot, tropical fish, etc. And each type of bait could effect your odds of catching different things (like, what if they had a more expensive item to use as bait, which increases the odds of getting treasure, and other bait increases the chance of fish or junk? That could work nicely I think).
As I am not mojang, I am not in a place to just be adding items in this way, I’m suggesting already existing items that would make half sense atleast, but if mojang were to update fishing they could add more stuff to the game to fill this purpose. I’m terms of loot there is a possibility to do something like that, I’m just starting it by keeping it simple with the one type
I searched on yt for your first video then was very pleasantly surprised to see you've expanded on your already amazing ideas!! Very inspiring stuff, I'm even working on my own similar video :)
the bit about beacons reminds me of my idea i had a long time ago; adding a fire resistance effect (as it's quite often used) as a new effect for a beacon, but it would require netherite in some way
I initially hated your enchantment system from the previous video, but the more i thought about it, the more I liked it. I like the choices that it forces you to make, however the main part of it I disagreed with was the cost/limit, as it felt too low. This is something that would require playtesting and balancing, but after thinking about it, this was pretty much my only issue with your system. Now I have to think about how the netherite anvil changes things, and I'm not sure how to feel about it. On one hand, I like that it removes the cap, but on the other, I also have an initial negative reaction to losing mending. One thing I LOVE, though, is the chiseled bookshelf idea. I've wanted the enchantment table to be more useful for AGES, and this idea both makes sense, feels like it would fit in the game, AND makes the enchantment table more useful. I feel like the stamina system could be helped by some extra enchantments, too. Maybe something that makes you recharge stamina faster or makes your stamina get consumed slower. That way, the player would have means to negate the effects of the system in the endgame, which when combined with the enchanting system, would offer the player a choice between whether they want more protection, stamina uptime, or more durability (maybe two of these, but again, that just goes back to balancing needing to be done). Really good stuff again! I really like these ideas, and I appreciate how you're making me think about all these things in the game that I haven't really considered that much
If its making you think, then that's all I can ask for. The 'cost/limit' was never something I had set and was always going to require playtesting. The mending for the netherite anvil, yeah its a little forced, but it's design that way so that it has to be an ongoing cost, not something you can 'one and done' and forget about from then onwards
On the note of extra enchants for the stamina system he said that lower tiers of armor would take less stamina to run in compared to higher tiers which is pretty much what you are talking abouy
I really like the stamina system you proposed it's not perfect but it is simple enough for new players, unintuitive enough for casual players and substantial enough to break up the moment to moment gameplay i think this is well thought out and would be a good addition to vanilla (as long as there's a gamerule that turns it off for people who don't like it. Maybe /gamerule dostaminabar false)
Sense so many people want to add more food to the game, I've actually had an idea that would give a point to that. You see, the thing about adding more food to the game Is that the only things food affects are hunger and saturation (which is pretty much just an extra layer of hunger in its current system), making there be not a lot of room for food to serve different nieces, which would make having a variety of food sources do nothing but take up more space. This ultimately leads the only point of adding more food to be for immersion reasons. My solution: Make it so that food can heal hunger _and_ health. This would make it so that different foods can have different niches depending upon how much they emphasize healing versus hunger restoration. Since healing is more useful, these would largely be balanced by being less stackable, unless they're harder to attain. Items like soups/stews, beet roots, and pork chops could be more focused on healing, while other items can be more focused around hunger. Instant heel potions could maintain their relevance by being the most stackable way to heal In high amounts, at the cost of being more expensive, or just give more uses for potions that instant heel potions can be integrated into. The healing effects of hunger would have to be nerf or removed in order to make this work, but I think this will give space for more food variety, while also bringing back some of the old game design older fans have been missing.
It would also be cool to have varying food that provides temporary effects. Like being able to mine quicker or to chop wood faster. Maybe move or swim slightly faster. It would be cool to have food for fishing. Food that could make getting various items or fish easier or faster.
@@hllyenaylleth9576 I like idea of making game more challenging and fun - as an example (again slime fun moded server I play) - there where girls and boys excited of cooking recipes, making lattes, hamburgers and other of 158 recipes added (include drinks and ingredient) to be disappointed when realized that almost all players already have gear with regen effect and do not need to eat - what a fun and reason been taken from them (they left or at least they left that "job" they have passion when arrived on server)
Since your suggestion about zombie horses in abadonen villages, it would be cool if they also sometimes had a broken iron golem. Either as aggresive mob that can be fixed and calmed down by repairing it, or just unfinished falled piecec of iron golem being built.
I'm 6 minutes in and I had to pause to comment how brilliant of an idea it is to make curses increase an items "Enchantability", That's the kind of smart trade offs that make creating a "build" in other games interesting, combined with the other ideas from your previous video and maybe a few more niche unique enchantments it could really create a diverse and interesting decision process in picking your gear. Great suggestion. I haven't finished the video but another idea that some modpacks use (and you touched on a little bit with your gold armor suggestion in your previous video) is to make armor sets have unique advantages and disadvantages to using them so everyone isn't just walking around in different degrees of Netherite. Maybe Netherite could have the highest base defense and the immunity to being destroyed by lava, but have the lowest base enchantablity or significantly reduce swim speed (heavy) Or Gold can have highest enchantability and no enchantment limits (Highly valuable under the new proposed enchantment system) + increased health regeneration, but have middling defense, lowest durability and apply "glowing" to yourself when you take damage making it harder to escape encounters. This is taken from RLCraft to a certain extent- but Leather could be the only armor that goes fully invisible when used with Invisibility Potions. Maybe even have it hide sprint particles to encourage a sort of hit and run invisibility build. With its obvious trade off being the lowest base defense in the game and middling enchantability. Combined with unique enchantments this could go on to create "psuedo-classes" similar to Terraria encouraging different playstyles.
some great ideas, For now thought I’ve kept it simple, good armour now when enchanted through a table gains a level from what it normally would have gotten but costs half as much, so for example you can now get eff 6 on a gold pickaxe, which is able to instamine without haste, but it won’t last too long, unless you have mending on it to and splash yourself with an xp bottle every few seconds. I also have the slight stamina drain on heavier armours, villagers can now wear leather/chainmail and a possible toggle for needing the previous tier to craft. I am trying to keep things simple but I do like the idea of leather also going invisible
I'm still not a massive fan of the enchanting system. I like not having to worry about constantly grinding for new tools. What I think would revitalize enchanting is having trade-off enchantments. For example, an enchantment that doubles damage but halves attack speed, or halves damage but heals upon attacking. You could have only one tradeoff enchantment at a time, so you would have to commit to one enchantment. It would encourage diverse playstyles without forcing people to give up their current ones. They could be obtained from enchantment tables when using amethyst shards instead of lapis, which would give amethyst a new use.
Although there may be a possibility for that, I am trying to refrain from changing the surface stuff like adding a new enchant but rather the underlying system like how the anvil works
I think making the map similar to what Animal Well has could be a good idea, just let the player draw and erase over the map, maybe with ink sacs or dyes to have different colors
I have an idea for enchanting. Enchanting tables now require an enchanted book to enchant something and will,consume it (like anvils. Anvils are now only for repairing while maintaining enchantments). Enchanted books can only be found as loot, similar to armor trims, and no longer from librarians. Librarians are now used to duplicate enchanted books. Cost of duplication should be quite high. Haven't decided on what yet. Maybe even different costs depending on rarity of enchantment. This makes enchanting tables necessary for enchanting. More valuable enchantments like Mending can simply be rarer and in more dangerous structures like Ancient cities (similar rarity to silence) Also, prior use penalty of anvils are gone so fully repairing something only costs 4 pieces of material and 4 levels. So Mending isn't essential.
I forget if this was talked about in the first video, but I feel like structures spawn too frequently, I wish the game felt more lonely and felt more like your own world. but to expand onto difficulty structure rate could change depending on how hard you set the game, and I feel like it would be nice to have full control of what structures spawned and at what rate. it would be kinda similar to creating a superflat world in legacy console edition where you could control the frequency and if villages spawned, but in this case it would apply to all structures. Oh and if we're talking about customizing structure frequency and stuff why not be able to control many more world parameters, similar to how you could back in 1.12, but maybe this time if possible the ability to mess with world height and world border. And for the people who don't feel like making their own presets there could be premade world presets to go along with that.
Yeah structure commonality was talked about in the first video. If difficulty does become pre-sets of game rules, and generate structures turns from a boolean (on/off) to a float (between 0 and 1), there is potential for the difficulty to modify generation, only problem with that is there is no other game rule tied to world gen so it is a little out of place. In the 'real history' section, I originally had in the script talking about the full world customisation that used to be in the game, but felt it didn't tie too much into 'survival'. But I do want it back, along side the super secret settings
This is the first video of these "I fixed Mincraft" ones that I'll give a like. You are not trying to turn MC into some other game, or make it harder because "I WANT HARDCORE SURVIVING!", you are improving it while keeping it's heart of the ultimate freedom. I liked a lot of the ideas and would totally try them in a mod. I still have an issue with the word "fix". Minecraft is not broken and doesn't need fixing. However some improvements are always welcome. And special thanx for Skyrim music!!
Thank you. I tried really hard to stick to minecrafts freedom philosophy as so many other “fix” videos just don’t maintain. I’m also looking forward to using them in a mod, I just have to make it first. I also have a slight problem with the word “fix”, but that’s the TH-cam game. that’s why I made sure to add “survival” not just “minecraft” and fix felt like it wasn’t too far away from truth and not some straight up lie, but at this point I can’t really change it. Even if yoi don’t think it’s a perfect “fix to survive minecraft”, these are just some solutions to problems I personally have felt from playing the game for 13 years
@@GreenJab If you'll make it into a mod, I sugest you to make it modular if possible, so people can chose what changes they want and ignore the ones they don't want. Anyway I'm looking forward to it!
These really are some great points. Working with what is already there instead of adding more and more one use features. It is strange how much survival isn’t really survival anymore. Maybe if they had a “true survival mode” as a bridge between survival and hardcore. Maybe including more actual progression locked features in said mode.
you can have a surgical without needing to “lock progression” you just need to balance it such that it’s not advised to skip large parts of the game to get through that progression
@@GreenJab true, I honestly can’t stand catering for the speed runners or exploiters. Hey remember when 1.13s water physics was going to be completely different? In before it would affect people’s “farms”. The community will always find a way to make things still work (auto fish farms).
Amazing videos. I didn't really think I'd be able to find the patience to watch these two 1 hour videos back to back, but here I am, astonished. Your ideas are great and I hope they get more wide spread recognition!
24:42 Omg! Why didnt i think of this, the solution i thought of was basically bas a separate bar above the hunger bar that manages stuff like stamina, and the hunger bar would purely be left for only healing
I thought of that, but that still wont do anything as dispensing an item to someone who has the same item in their offhand, it will go into their offhand anyway
I’m against this as mojang was explicitly against this, as it would create a meta of which is the best as opposed to you just being able to choose which one you want
In a world, while trying to make a villager farm, i chose not to sleep while in a village. All but one of the villagers(excluding the ones trapped in a hole) died The difficulty was easy
@@GreenJab i was going to say how vulnerable(at least from my experience) the villagers were, that that is a problem i believe should be fixed before encouraging players to let the villagers wander the village and that i dont think the leather armor is going to be enough, but i forgot
I keep hearing about how people want a tutorial, and wanting a sort of guide book, but like, The console Tutorial world would be perfect! So you arent giving things to players that they would throw away if they were vets of the game.
@@GreenJab I think that just having one source of that could get very repetitive, also having fish be a worse version of that allows early game players to start fishing without getting tons of spider eyes, just getting one spider eye, getting a fish then getting more fish to get more stuff.
Funnily enough the part I hate the most about vanilla maps is the marker system and not the map juggling. I recently decided to finally use a map mod (Antique Atlas) just because placing markers on a map should be a simple thing. That thing of having to place a banner and needing a freaking anvil to name it so the marker on the map can have some description is too annoying for me.
I usually watch hour long TH-cam videos in 5-10 minute increments.... Not this time. Setting aside 1 hour tonight to absorb this all at once. I can't wait.
Stronger enemies could spawn lower in the Y levels such as Skeleton Spider Jockeys and mobs wearing more armor such as a Zombie spawning with Iron armor and a pickax. This could also work going upwards where the higher Y levels you go up the enemies also get stronger demotivating players building sky bases early game to avoid mobs forcing players to face their fears. Perhaps even things like the aforementioned potion enhanced mobs could also spawn. Even cooler could be things like sky islands that could spawn with these stronger mobs similar to the Trial Chambers of the deep caves (also adding more reason for Breezes to exist). Perhaps this could be another way of getting skeleton or zombie horses?
I’m not making mobs harder again when you go up, it’s supposed to be designed for caves. And when I said the potion stuff I also mean to say stuff like armour too
@@GreenJab fair enough, having an upward system would require an increase to the height limit to not conflict with mountains especially in amplified worlds
I really hope all these changes become mods. I doubt theyll be official, but I absolute adore these ideas. They really do feel vanilla, or atleast vanilla ftom a universe where the game went a different path.
Phenomenal ideas!! Hopefully you can find a way to at least make a mod for changes like this. It could end up a must-have for those looking for more longevity for their Minecraft sessions!!
I think a good thing G is too lengthen Minecraft’s progression by making phases the progression for example an overworld bit centered around overworld gear and enemies a nether phase and than end phase potentially adding more phases locked behind bosses or events similar to what terraria and terraria calamity do
i feel like you should give your items some kind of upgrade so they can be used in the netherite anvil. maybe in an end update you can get an enderite upgrade template which is used with enderite ingots (this is assuming they add a new rare ore in the end) and then used on the tools in a smithing table then they are able to be used in the netherite anvil. I also think lapis should be used in anvils similarly to enchantment tables to give it more use.
all possibly good ideas, but I’m trying to keep the changes to be as simple as possibly and adding a new ore type definitely feels like “mod territory”
Wandering traders selling biome maps is an amazing way to introduce that mechanic to the vanilla game.
Yeah and if you find buddy in those biomes he would “ask” if you would like him to trade you certain items since In cannon the player is “late” to the world so to expand the asking aspect, villagers would ask for things like more light or better fences and more houses and more. But that would make a nice add on
I love the idea so much, I now can easily find biomes as mountains plains or meadows which is my ideal home location
42:17 I still find it ridiculous how they decided to remove this mechanic because it was "too laggy," because they programmed it so that all mobs would constantly check for exploding creepers every tick, instead of doing the much more efficient method of having the game detect a creeper exploding and cause nearby mobs to run within a radius of that specific creeper. So basically only the creeper would do the check, and only _during_ the fuse timer.
yeah that’s what have always been thinking too, which makes it even more of a shame that this isn’t in the game
the things object oriented programming does to a person...
We're talking a company that had to hire a guy specifically to make light go through slabs then canned them basically as they were finished. Mojang is an insanely incompetent company.
@@mow_cat Even so, I find it really, really hard to believe there wasn't a better way. Either they didn't give us all the details, or just straight up lied, though I think the first option is more likely.
@@mechacode8527 Theres definitely a better way to do it, but OOP sort of locks you into bad decisions when you make them. It gets hard to correct hierarchy trees and relationships once theyre set in stone.
The Minecraft source code is horrifying...
The Farmer’s Delight mod showed me just how much better Minecraft’s food system could be. Simply allowing the base-game food items to be combined in more complex ways for greater benefits would go a long way to helping fix the hunger system.
You reminded me of Roguelike Dungeons 2 that used five different nutritional values to make it so you needed variety...or just make a crapload of stuffed pumpkins.
The absolute goat of food mods, not to mention how aesthetically pleasing it is
like on one server there is a hoglin farm accessible and I always eat cooked porkchops, on other one I built chicken reactor (as I call it) which made me to eat only cooked chicken to the point when I turned off cooking and throw raw chicken into trash can while still having full barrel to eat - TFC was more challenging with that rotting mechanics and balancing diet to get more "hearts"
- MC is very good, but I missing that health/stamina/...../dexterity/magic from other games
- like hard mod is about break 2 dirts and place them above me while in that pit through the night - ok for 6yo it should to be fine in easy mode, peacefull is nerfed creative -- why is that needed?
- what if?
- start the game with different stats (maybe mentioned) of player and mobs (playing server where baby zombie lvl 20 is a pain to kill and it can spawn as lvl 30)
let say 3 hearts and 3 hungers (aside stamina mech) and let say with strength/or something/ similarly low. What if even if I have propper diet I can got upgrade those stats, but different challenges for different stats - walking running for stamina, crafting/mining for strength (which could affect amount of items I can carry - mentioned several times "dinosaurs extincion grade asteroid" - 37 shulkers with gold blocks 19.3 metric tons each = 1.234 million of tons) and so on. Some magical food can increase your ability to be able to do more enchant or store more xp or what ever - like xp farms are lagging machines, but while you can only boost your xp stock capacity by eating adjacent to enchantment table or by using potions - it will be like pure one block challenge, where guy was jumping several (ingame) days at that block to lower his hunger
yes, there will be still grinders willing to stay next to enchantment table with glistering melon in inv and jumping for ethernity while eating them ... but if they will die due to imbalanced diet AFK is not a way. If it is too complicated for newbies? Why we have here hints and chat msgs? We can send hints and notes and warnings to players. We are able even pause a game for them by som "po up window" - with msg "u r in danger will robinson" read that or this or do this for maintaining learning curve
but at the end if will be different game (as ever engineered mods did several times)
for me, what minecraft survival is missing is buildings being actually useful for defense, not only environment, but the players
So you wish for 'Enhanced AI' mod, oh boy. That one sure is something.
@@justjordan6147 Anything that simple would be incredibly easy to cheese by just using full blocks. Or even just cobble walls.
@@bibliusz777 100% agree
It's useful for me 🥺
play beta 1.2. im being serious.
You should be able to get slime balls from fishing. In a lot of people’s worlds you’ll never come across a swamp or a slime chunk, and finding slime in a natural body of water just makes sense. Rivers can be gross sometimes and it shows a slime drowned there
Why it's not farmable so u can't get a lot + if you need it you need at least more than 2 just to make slime piston door or flying machine if you need it you can go on an adventure to find swamp or just explore giant cave almost all the time you will find slime chunk then just fance chunks and wait for more to spawn
@@Ua_cool if you’re able to find a slime chunk in a cave, it’s simple enough to set up an auto slime farm given your able to find which chunk it is. If not, camping the area will also get you a lot of slime. Having a lot of slime isn’t bad because the things you can craft with it aren’t extremely powerful, especially for someone like me who sucks at red stone. Idk about anyone else, but the issue for me personally is some worlds I play, I’ll never come across a slime chunk or swamp. And as for swamps, even if you find one slime only come out when the moon is at a certain phase. I feel like slime alone shouldn’t be an incentive to seek out a swamp, the default non-mangrove swamp has nothing else going for it. The only other way to get slime is to hope a wondering trader sells you one piece for 5 emeralds. If you could fish for slime, it doesn’t have to be a common drop, but it can just be there for people who don’t have any other option. Does that make sense? I’m not tryna argue
@@Ua_cool if you’re able to find a slime chunk, it’s not hard to set up an automatic slime farm which yields a lot of slime. If not an auto farm, camping there area will also get you plenty. Having too much slime isn’t the problem, the things you can craft with slime don’t make you any more powerful, especially for someone like me who sucks at red stone. Idk about everyone else, but my issue is personally, I’ll play some worlds where I never find a slime chunk or swamp at all. And slime shouldn’t be the only incentive to travel the world and hope to find a swamp, default non-mangrove swamps don’t have anything else going for them other than slime, and even if you find a swamp, they only spawn when the moon is at a certain phase. The only other option is to hope a wandering trader sells you one piece for five emeralds. I think if you could fish for it, it doesn’t have to be a common drop, but just be there for people who don’t have any other option. I think it’s unnecessarily hard to get for an item that isn’t really powerful. Does that make sense? I’m not trying to argue
Man I got lucky since every time I’m in my cave entrance there is slime so I have a good supply of slime but what if honey worked like sticky pistons but “EXTRA” sticky plus what if you could craft normal leads which would not stretch and would be a certain length depending on how much leather you thin out whit a little honey making it have durability if it stretches out for a while and would snap under weight unlike the other one 😁🤙🏾
This idea would be nice, also trial chambers will soon be added which you can find slimes pretty easily in there and there is a potion that allows for much easier slime farming and you can find them with a map so you wouldn't have to search aimlessly.
Giving reason to make Villagers Move Freely is the greatest thing
Free the slaves!
Free range -chickens- villagers
BRB, making a shifting 2x1 honey floor to simulate walking.
I literally am trying to build a wall around this village but it’s take me about two cave trips just to at least try since I can just sleep and all the mobs burn away. I wonder.
I'd love to let villagers roam free. But they like dying to literally anything if not imprisoned. I hate it.
These 2 videos really opened my eyes to how much potential Minecraft has that is just waiting to be tapped into. Seeing the development of the mod also gave me inspiration to learn modding myself. Awesome video man, good luck on you and your team with the mod!
Why thank you. Yeah Minecraft despite being the biggest game of all time still has so much more potential. If you feel like you can, you could help out with the mod.
Best of luck!
Out of all languages he chose to speak in facts...
It’s the best language
@@GreenJabYES
@@GreenJabW
@@GreenJabW
There is 7000 languages
For fishing, I would maybe add something like a hidden timing mechanic. Perhaps when the bobber is at its lowest in the water, there's a greater chance of mid and treasure items. Saddles should also become stackable, or stripable for leather.
Although yes that could be interesting, trying to do precise timings like that isn't ideal for a game where it is easy to have a bit of lag, and I have made saddles stackable
@@GreenJab Okay, the stackable saddles is huge. Thank you. I suppose that the lag would be an issue. Maybe there's another way to add some kind of minigame/learnable skill to make in person fishing fun (and even slightly buff it) without breaking auto-fishing farms? If there is, I suppose I'll have to get cranking on it
There were a couple mechanics i wasn't quite sold on but he is so great at explaining the features and reasoning behind them and they are so well throught out that he pretty much convinced me of all of it.
To me I would actually be happy to jump on again if it was optional ya know, a game can be changed by the player and maker cause you can beat the Ender dragon with an enchanted sword of wood ya know.
@@justjordan6147 if ender dragon will be buffed by explosions the bed/anchor will be counterproductive and similar to zombies healed by potions which hurt alive creatures - more consistent and already in a game
"if we can teach people that villagers require exercising and socialization to be happy, maybe it would teach them that we need it too"
if those kids could read they would be very offended
very true
@@GreenJab I am always complaining that those children at server forgot magic word - "give me this or that" is for me quite offensive. And worst is "why you gave him 100 and to me only 10?" is considered in our culture as rude - we have a saying "do not check teeth of gifted horse" - it was a gift if you do not like it, you can give it back (which will be very rude irl too - but serves approach "If you do not like you will get nothing")
Another thing is the current loot tables, for example the end city loot still has beetroot seeds for no reason because they were added in the same update. Maybe add tipped arrows, or even normal potions to loot so they are exciting to come across
is there more useless thing that beetroot? (ok sniffer related stuff)
I always thought that making fish swim away when the player approached them would be a nice feature to add
Actually, they do! It’s just way too slow to actually do anything. It really doesn’t make sense that a land dweller like the player can swim as fast or faster than a fish.
GAY!
@@aleksitjvladica. we got a comedian here!
@@aleksitjvladica. so what
@@shocksound9yippee
You could.make it so certaintrims increse the potency of certain types of enchants.
Also make the wandering trader sell sponges.
Call the map book atlas.
The idea of giving horses potions before breeding to give buffs used to (not sure if it still does) actually work in bedrock edition but only worked with leaping and swiftness
that is where the idea stemmed from, I just want to see it become more intentional and therefore not completely broken (there was no cap on bedrocks one)
@@GreenJabImagine horseshoes which could uhhh 🤔 nah that would be an add on since I wanna have a reason to make stuff for animals.
@@justjordan6147honestly horseshoes would be very helpful considering all the boot enchants, ive asked a modder friend of mine to add them in before but he doesnt know how
@@edenengland1883yeah imagine a horse with frost walker!
The entire map section makes me feel what can only be described as "POG"
THAT'S SUCH A GOOD IDEA HOW HAS NOBODY THOUGHT OF THIS
people are weird - I was suggesting to use F3+B to be sure to hit a boat and not a villager to some guy on twitch and he replied "I am not cheating" while in his screen corner was Xero's minimap - then built in mech is cheating, but addon is OK?
I have a document with all the changes I think Minecraft needs and its crazy how similar some of these are to my ideas. I feel like you generally understand the balance between difficulty, vanilla feeling, and creative freedom that is needed. Well thought through.
I’d be interested to read your list, see if there is anything I have missed or perhaps ideas which might be better than mine. I will be waiting in the discord
I love the enchantment idea because theres also the idea that if you have more of the same book it has a better chance so have to balance consistency with power if you don't have enough books
correct, additional you could combine books to have to fit more enchants to have a chance of being picked in the smaller space, but will cost more and more to combine, so yet again another soft cap there too
Nah fam I wanna repair MY DAMN ANVIL LIKE WHY CAN I NOT?? I understand that enchantments are valuable but why not two separate durability bars, one for magic/enchanting which would include naming. And one for the material side which could be repaired and would not break the anvil but the magic side would no matter how low the material side is.
villager slavery has got to go in every way, it is fucking insane that enslaving people is part of the main most optimal progression of minecraft. Iron farms should come from another mob.
these changes try their best to make trading halls not the most optimal. although i can agree iron should probs come from another mob, I am only here to tweak things not change things
@@GreenJabyeah you are right cause no matter how mush we sometimes beg there is always something going on within, mojang needs a revival to make these changes happen and since everyone is legitimately struggling with money, happiness, and all sorts of problems. The whole world needs to become better.
Mojang refusing to add fireflies because they're dangerous for SOME types of frogs in real life but proceeding to make villager slavery optimal in literally every way is so funny lmao
I personally don't have any problem getting enough iron because... caves and mountains exist.
@@GreenJab if here will be something like duping mechanics - if it will be more technical and not abusing ... but that will be different game ... but if 4 iron golems around a cobblestone on netherrack in fire can turn it into iron ore in 12sec .... people will always make insanely OP farms for anything even glow lichen which is almost useless or previously mentioned sniffer stuff ...
i personally think a better idea for adding more to the treasure pool for fishing is instead of just adding the heart of the sea, add a buried treasure map in a bottle
Idk, to be honest, the netherite anvil is a clever solution, but I also feel like it undermines the limitations you put on enchanting in the first place.
The curses opening up more enchantment slots feels more elegant imo.
the cost is supposed to be high enough that you can have some powerful gear, but you will generally save them for special occasions and most of the time use gear that has the limitations, rather then how it currently is where your god gear is you main gear
@@GreenJab I mean I understand the concept, but it basically just reintroduces god gear but grindier. It’s a creative idea but I’m not sure I’m as in love with it as some of the other fixes in the video :)
@@sirondiumI’d rather have the anvil have two durability bars which can added by enchanting it. Shocker or just having it nearby a table, and what if you could make different enchanting heads with materials combinations.
This will be a great opportunity to add more curses to the game, like taking damage in contact of water, making the player slower when hit, and more...
Small pushback on having bigger food cost more use time; I added that system and it sucks. All it does is make your finger hurt from having to hold down the button for so long. It was removed milliseconds into playtesting from just being such an annoyance. There was also an issue where some of the smaller food items became really overtuned as they provided more saturation per second.
That is why I did a bunch of calculations and testing to make sure that larger foods still give more hunger per second overall, and that larger foods don't feel like they take forever to eat, but long enough to possibly warrant smaller foods if you would like.
@@GreenJab Damn that's some dedication, sadly I wouldn't be able to do that on my end because of just the scores of food items that get added in modded is astronomical.
Most of your ideas are actually awesome. It's nice to see someone who understands minecraft (and its problems) at a deeper level than whining something about good ol' days.
I always keep forward for your next videos on this topic. Keep a good work and have a great day!
Glad you like them!
To add to the food changes, more of the expensive or rare or hard to use foods could have some other bonus utility, like extra fast consumption speeds. Pumpkin pie is a good candidate. Gapples give magic effects, garrots give superb saturation, and pie slides right down the gullet.
As I generally want food time be directly linked hunger, I think a better option is the stamina provided. I currently haven’t changed the vanilla values but since almost knows the saturation values of food, I could make it so the “simple” foods give less saturation than the more “complex” foods like the pie to give more incentive to using them
@@GreenJabyup and I just wanna make sandwich would have been easier to add a coock during that pillage and village update which would make the food actually important to villages and pillagers would send sneaky pillagers to steal food and mark out locations of villages and you either stop it let it happen or see the aftermath of one.
I’ve always wanted a way to go fight the dragon in peaceful- I like the idea of mob behavior changing in peaceful so hostile mobs become passive and there are non violent ways to obtain materials which still require some level of skill. Like maybe trading with witches to get redstone and bottles instead of killing them, or shearing zombies into skeletons for rotten flesh, or using a fishing rod to pull blaze rods off a blaze. I like Minecraft for mining and building so peaceful fits my play style better haha. The end fight would still be a fight as normal but with different difficulties. Idk lol
redstone you can buy from clerics I believe, rotten flesh from fishing, blaze rod could be interesting. I have plans for the ender dragon in part 3
@@GreenJab Yea that’s true I just like the idea of passive versions of hostile mobs :)
@@elliesternI love your idea of actually interacting with the mobs instead of them being there doing nothing or just plain gone. The sheering of zombies doesn’t seem vanilla to me but I think it would be that zombies would occasionally just drop some something and for skeletons you would take some body parts and feed or pour milk on em to give them a regeneration affect which would have teirs. Honestly you have some good ideas 💡
@@justjordan6147 Thank you :) I like your ideas too ^^
I love your suggestions! Minecraft's community are great with idea-making
I think so too!
@@GreenJab just out of curiosity, what's your favorite color?
I believe that to be self evident
@@GreenJab let me guess 00FF00 ?
I really think in addition to all that, it really needs to be said, please for the love of god Mojang ADD A TUTORIAL. A specific tutorial world; or a guidebook that you spawn with that gives information as you come across one entity, item, location or biome; or even just a pop-up with it's own UI to tell players what is going on. You can't expect ALL players to be fully aware about everything in the game, why does it matter if you fix fishing, if any new player wouldn't understand or even know fishing exist. Minecraft has had a "Wiki Game" problem for so long we really need it.
Although Minecraft definitely has a 'wiki game' problem (I remember needing to memorise crafting recipes and block ids), I don't think a tutorial world is the way to go, nor pop ups, guide books, and other suggestions. It is a difficult thing to get right, but if done well, can be great, done not right can actively hurt the game
Maybe, include written books in villages, strongholds and other structures with information that the player could use? The chiselled bookshelf already exists so adding those wouldn't be too hard.
@@leonicomil6167 interesting idea. although would it fit lore wise as i don't think there is any pre-existing writing in the game. It would have to be somewhat cryptic, i.e. don't just tell the player what to do, also there is the problem with language. I wouldn't want to see this become a standard use for all things 'tutorial' but could be fun for a few specific things, like possibly how the beacon works. It's not perfect, but it being an 'in-game' find and not something that is thrown in your face immediately makes it far better than many other ideas.
Minecraft should focus on indirect tutorials rather than directly showing the player 'how to play minecraft'. Since there isn't one way to play the game, it's it works better if Mojang tells players how things work through subtle hints like the ruined Nether Portals as an example
@@Harriet-MarieHaines Absolutely! The books don't have to be direct at all.
Additionally, I will copy-paste what I said in the discord yesterday:
"Yeah, this wouldn't have to include every aspect of the game. Maybe this could be used as a way to introduce the new mechanics to players coming back! As for the lore, it fits because you could say that the ancient builders wrote those books in order to teach the future generations about the world. Expanding on this, maybe you could actually get some books from archeology too, perhaps telling you about the deep dark and mineshafts."
28:05 something i would like to mention is suspicious stew should only be stackable when crafted, not when found naturally, because otherwise one could have some way to see what effect a naturally generated suspicious stew has via stacking it on top of a suspicious stew they already know the effect of (via crafting or milking)
fair, but I find that too minor of an issue to worry about
You already can find the effect by double clicking similar items into a chest. That will send all suspicious stews with the same effect into the chest
@@dylanjonesSD what I hate about bucketted frogs and axolotles - no hint what is in a bucket - yes, I moved same into one chest - which ones?
31:46 ok, dont get me wrong, i love the idea... But the thought of bait for you know, treasure.. Sounds so silly 😂
Like a mending book is gonna see a spider eye and go "hell yea, jackpot"
Yeah, but this is a game, and this fishing was partly inspired by terraria, which you have a better chance of getting crates with better bait
21:40 I have seen in a mod for Minecraft alpha called NSSS, a running mechanic where depending on how much health the player has, they will have more or less time to run and then have a rest. And if we can add that now the hunger bar will only decrease if the player is regenerating health, but does not regenerate health when he is running, meaning that the less life he has, the faster he stops running he will be able to regenerate his health until the hunger bar Stamina is full (as far as the health bar is full) I don't know if you understood me correctly, I only recommend you see the mod.
I really liked your fishing ideas. Adding bait is a great way to balance early and late game. And with the autocrafter everything can still be automated for those who want to put in the effort.
Glad you enjoyed!
@@GreenJab and finally some use of spider eye (one more) , I was wondering why in observer recipe is not spider eye - there is a quartz pretending lens, redstone pretending electronics and no sensor (I know that quartzes have optoelectronic features - but that is at least for specialized high school children, not for 8yo - eye makes more sense for them)
The 1.22 blogpost was a joke, but unironically if this was 1.22 it would be the greatest update.
It will make minecraft great again
@@GreenJab not, only if vertical slab will be added (joking)
What a great follow up video!
The atlas is amazing. Ready to ship. No notes. Mojang hire this man.
I think the enchanting ideas are going in a great direction. I'm still not sold on biome specific trades for both gameplay and astetic reasons.
I like the idea of enchantments leveling up with villagers instead of combining books because 3+3=4?
What if librarians didnt know any magic but instead had slots to 'learn' from the player placing an enchanted book into a lecturn and trading them a book and quill to lock it in and leveling them up increases the enchantment level.
I think the chiseled shelf should remove all rng from the table. 14 regular and 1 chiseled you could control what you put on for an increased cost.
The goal being to create a magical library as you explore and loot and really feel and see your progression as your collection grows in size and power.
I have my own ideas on how the chiselled bookshelf will work. I still want that randomness
a sandbox allows the players to find creative solutions to their problems but in minecraft all the solutions r already made for u
HMMMMMMMMMMMMM THIS BROTHER SPEAKING IT
@@justjordan6147 FAX 🗣️🔥🔥🔥🔥💯💯💯
This wasn't always the case, but it's definitely the case in the most recent versions of the game. For a game about building, you'd think the player would be encouraged to build. But instead, we get pre-generated villages and elytra that let you travel the world without building a single block of infrastructure.
@@Netist_ unfortunately a bed out in the open is the same as building a mansion
Literally how? The game allows player choice to shine. It is YOUR choice how you play. It's more of a sandbox than it's ever been.
I remember that a mod Map Atlas exists, this is basically exactly what I wanted from minecraft maps like in this video.
Also about the food, some people don't like having short stamina bursts during long explorations, but I think that making the saddle craftable is a good way to avoid it.
Yeah I half bring it up here, but it its just a make one and is just adds everywhere you go automatically and has the ui marker system I don't want. You can see it when I 'merge' it, minimap and normal maps into 1.
@@nati0598 Yeah, buffing rails/horses would hopefully cover the gap that nerfing sprinting will make, thats the idea. Have each type of movement have a best use case.
@@GreenJab I might have played an older version of this mod, but don't you need to supply it with empty maps first? And you can add filled maps to it anyway.
the one I have played doesn’t use the existing map system at all. so idk
Fixing travel fixes most of the issues with the game, as the world itself is the foundation on which the game is created. Once travel is fixed, then combat, then enchanting, then whatever comes next. With the fix of travel things like the enchantment books being locked to different biomes doesn’t feel that bad, same with getting different blocks and fighting different enemies.
All I'm gonna say is, keep making videos like this. I adore videos that address key issues with the game and it's mechanics and clever ways on how they can be fixed.
I have plans for one more long video like this to complete the trilogy before I then dive into making the mod. I don’t want to feel a need to do this forever, and by the third video I would have talked about most main gameplay elements, especially those that have been in the game for a while, as I am not as familiar with the newer stuff and also am yet to see the long term effect of them. but once the third video is done and the mod has been mostly developed, I’ll see if there is anything else to talk about in smaller videos
@@GreenJab I'm all for it. Gl on the video and mod :D
maps are useless, but you also forgot the clock and compass
I rarely use these items
This guy casually just dropped the greatest set of improvement suggestions
dropping*. there is still another video yet to come. but thank you
@@GreenJab pog
10:28 Not all of us cage them up. My villagers are free and happy.
As they should be
12:14 to expand this idea a bit; give them polyarmory. They first get a set of leather then you can add chain overtop of it.
Why would villagers be able to wear 2 sets of armour if we can't?
@@GreenJab They're polyarmorous.
1:04 "I'll give you a second to go do that."
*Meanwhile the first video is almost an hour long...* XD
just a few 3600 seconds then
The idea of a map book/atlas really resonated with me. i love that and would love that near exact implementation in a mod.
I’m glad you do. when I watched nett develop this, and saw the map changing automatically and the full map when right click, I think I felt my heart miss a beat
@@GreenJab vanilla maps are good only for a map art - never use them, never run after a treasure to open chest to get wheat or gunpowder or rotten flesh and looting mine shafts looks like take mine cart with chest and throw rest out (for me) (collecting redstone blocks and rails and cobwebs which are not renewable)
I for one am a great fan of your enchanting system changes. The system itself is a big improvement, but also the over-enchanted items do wonders to improve the looting systems for exploring, without adding “new” stuff. In tandem with your other changes like the tool belt, it feels like a great addition
I also very excited about the enchanting changes. recently as I’ve been figuring out the details around the chiseled bookshelves, I’m actually more excited a out that than even the anvil changes, over enchanted loot and stuff. I can’t wait to get this mod up and running enough to start truly playing around with it
@@GreenJab I mostly do not like magic aspect of games, I like more technical one ... at the end of the day it does not matter if I added titanium plating on my tool or abracca -dabra magic crystal , what matters is a functionality - I have always silk touch and standard set of tools.
my sword in all in one hoarding kind of mods is - (slimefun mod) - blaze rod + emeraldscrafted as beheading + bane of An..V, knockback V, Mending, looting VI, sharpVIII, Smite VIII, Sweep III, unbreaking VIII - did not add unbrakable rune to it yet - quite ridiculous - It will be OK if you are mage lvl 195 in some fantasy games - but you can use it in first second after first load of a game (slime fun has some knowledge learning strategy, but does not include enchants) - that is what allows to beat Ender dragon in 7mins of speed run - what a boredom
(did not seen third part yet, but if explosions will buff or at least heal ender dragon as is in vanilla already in case of potion of weakness healing zombies, it will be so consistent - dragon=fire=heat=knockback - tnt/bed/anchor explosion=fire=heat=knockback)
@@stanislavbandur7355 explosions healing the dragon is an interesting idea. I have been working on the ender dragon fight for the past week so I'll keep it in mind. Not sure if I will add it, but it is definitely an interesting idea
36:56 I have another idea for the rearing mechanic:
Police horses are trained to tolerate pain and are trained to not be startled as easily. My idea is that, the longer you train a horse in a combat situation, the less it will rear back. Of course, this could also come with the drawback of recently tamed horses being very prone to rearing.
Another idea, this time for the coal beacon:
Night Vision is amazing, but the beacon should also have the functionality of a torch, acting as a deterrent in a wide radius.
Coal beacon range starts at normal beacon range. NV effect has +5 base range compared to the torch function.
Tier 1: Night Vision, Medium hostile mob spawn rates.
Tier 2: NV, Low Spawn rates.
Tier 3: NV, No Spawns.
Tier 4+: +5 Range per Tier.
the idea is to help you see at night, but because it’s just night vision it won’t stop mob spawning so it’s not too powerful
@@GreenJab that's a good point. NV can be annoying when trying to light places up, so I thought that maybe the beacon could help with that as well.
@@Sutairu_sel what about to stack up cats into a pyramid with beacon on top to make area creeper free (just joking)
34:45
Bane of Arthropods is referring to the biological phylum that the mobs fall under, it means Joint-Footed, so it creepers, slimes, and magma cubes wouldn't fit.
The Skyblock minigame on Hypixle has an enchantment called Cubism which does include the aforementioned mobs.
I know what an athropod is, but for the sake of minecraft which is fantasy, I’d rather try being bane to the level of like smite instead of add yet another small usage enchant like cube
@@GreenJabWe can always rework this enchantment to something other, like dealing damage to certain mobs like creeper, slime and etc.
Good video. I'm really on board with the run stamina system.
I've been theory crafting my own potential changes to the game and my thought was to boost the hunger drain of heavy armours (especially iron), but separating the ability to sprint into a simple adjacent "stamina" mechanic is brilliant. I can envision sweet berries and honey bottles becoming a niche item rather than being entirely useless under this mechanic
All I want is fun combat and chill time with the homies.
the simple paint drawing funilly enough shows the biggest issue with most progression mods, either nerfing everything so heavily it becomes a chore to even progress to stone tools or just uncapping the few limits the game has with minimal effort to reach the modded content.
these two videos are honestly the most well thought out critiques of the game i've seen, not just pointing at the problem and saying a suggestion out of obligation but actually considering game design and progression paths throughout, like netherite anvils with over enchanting would never come up in the usual minecraft is too easy video.
there is one thing i would like to add though and it isn't so much game balance related as it is feedback related, and that would be mobs interacting with the enviroment naturally.
key word on naturally because the only post notch mob to interact with the terrain is the wither which has to be summoned, with one additional interaction given to zombies breaking down doors, with just those 2 exceptions the mobs ability to interact with the terrain has remained the same since beta which is honestly ashame and with mob ai being changed to need line of sight to track it is way way too easy to make them forget you by placing a wall anywhere.
something as simple as memorising the cords they last saw the player and having to check the location before deagroing would be great, and with how easy it is to place blocks it should be fair mobs be able to interact with them, the creeper and spider are fine as is but the zombies already break doors so why not have them dig blocks as well? limit it to 1 or two because they're basic but endermen who are easily exploited with a floating ceiling could pick up and place behind them rapidly, enough to slow them down to get hits in but fast enough you need to repair your bunker.
and the warden being big and hunking and needing to use a sonic blast to hit the player, save the ranged attack for when the player are above them but when they're on or in the ground, make them dig a chunk out like the wither does, having them be able to dig through the ancient cities walls as they sprint at you would legitimately be terrifying.
also small buff to pets to make them more useful, make them proactive instead of reactive, instead of attacking a mob you hit or has hit you, make them react to them agroing directly, have cats chase away agro creepers instead of ignoring them, make parrots sound out when a mob agros onto you when you haven't been in combat for awhile, and then allow mobs to directly agro onto your pets as well, then you could diffrenciate wolves pack behaviour of also reacting when other wolves get agroed much like they do when wild against the player or foxes which only care about themselves cause they sorta just mob together.
also beacons should affect tamed mobs not just ridables, regen and resistance are already broken on the player so having them on your pets would stop them randomly dying in your base to a stray mob they decide to attack.
Thank you so much for spending the time to write this comment. It means a lot. I wouldn't be discussing these ideas if i didn't think they would have at least some merit to them. That graph has been my favourite image when discussing my ideas with others as it really shows where a lot of the problems lie. That graph came to me after playing a bunch of ROTMG where first early game can be pretty quick, but each tier especially late game becomes exponentially hard too get.
The biggest problem with the mob changes you presented is it will go against modern mojangs philosophy of "bad things happen, but its the players fault". Stuff like the creeper and endermen would never be added today but have become to iconic to remove at this point. The only reason the wither can break blocks is because it can only be spawned by the player themselves. With pets pre-attacking, it assumes that you want to kill every mob you come across which isn't always the case, plus there are cases where wolves are programmed not to attack creepers because that would be suicide.
I have had some thoughts on how to address mob AI in general, and although I don't want to change it too much as they are supposed to be simple, I have thought of the 'remembering your last location', and I feel it is something that could be tied too difficulty such that on easy they are quick to forget where you are but on hard you better hide or they will find you.
The parrot making the sound of a mob when it aggros you if it hasn't for a while is actually a really good idea that I haven't heard of before, and would give them an actual use too bring with you as opposed to how they just make seemingly random sounds to throw you off-guard.
I only had a horse in the vid, I do say 'pets and mounts', which include wolves cats and the like.
@@GreenJab all good, and yeah modern mojang philosophy is something I personally disagree with precisely because it contradicts features already iconic to the game, and with mojang doing a 180 with auto crafting I do genuinely hope they do more.
But yeah do think having it difficulty dependant would be best anyway, something to actually differentiate medium from hard.
Thanks for responding to my comment btw, I know I woffle on a lot lol
I think all of the ideas you have presented here have great merit! These changes would do a lot to encourage fun gameplay loops instead of tedium (in my opinion). I get the feeling that a version/mod with these changes would be exploration focused and players would be encouraged to engage meaningfully with the game world! I'm going to spend a while thinking over all of the ideas you presented here!
You know, now that you reminded me that parrots exist, I think it would be very cool to play into the shoulder mechanic that they have. My ideia would be so that they can attract mobs, similarly to holding wheat near cows, but without the need of a "feeding/breeding item", that could make relocating some mobs way easier and more enjoyable, like villagers, since they dont have a "feeding item" and the only way to attract them is to tediously open and close the trade menu. That would also fit thematically since parrots are known for mimicking sounds that they hear, so you could imagine that they are talking to the villagers in their own language(since we dont understand it). This also can obviously be applied to other mobs, but the most relevant one really is the villager I think.
really looking forward for the mod !
I think rotten flesh would be another good bait for fishing. Very abundant in the early game, also gives it a use
A note on removing the ability to enchant books from the table, maybe allow the grindstone, which is used to "Repair and Disenchant" to disenchant by moving some of the enchantments onto a book
I’ve played with a mod similar and it is far too OP
@@GreenJab was not it been a slimefun ? ;)
Just watched part 1 and found out there’s a part 2 love your ideas
thanks. part 3 is also in the works
I feel like we should provide an alternative for late game iron other than golem farms.
Maybe adding a miner villager that can trade iron.
And creating underground ore-rich vein underground biome. When a miner regularly visit such a biome, his supplies and prices increase.
Finally we should give special tools to guide the miner to their favorite biome
i did NOT expect a market garden in a minecraft video!
oh my god i feel silly for leaving a long paragraph about some cool changes id like when some of the exact same ones are said here
looks like we are on the same page
10:15 I always say that the happiness system villagers have is too simple and the fact that you can just force them to sit in one spot and still get ridiculous discounts is stupid. Glad to see someone voice this in a video
villagers are material generators, they do stuff from nothing - take feathers or sticks to turn into emeralds and turn them into various items while getting xp - so boring, repetitive and ....annoying (If I could /without mod/ to sell them all at once - same idea as bulk crafting complaint you had)
(make villagers side quest generators instead)
34:00 Perfect alternative to current phantom dilemma, I like it
truthfully all of these are brilliant
23:45 My favourite mod for that was the original spice of life- if you eat the same thing over and over, it gives less hunger. You have to eat 20 different foods to suffer no penalties, or you can eat 3~5 for the penalties to be quite low (but that was geared towards Pam's harvestcraft, so for vanilla maybe 7 for no penalties and 3 for low penalties could be enough)
It’s an interesting idea, but basically forces more inventory slots just to get to the same state we are in now. it could be difficulty to properly explain to the player why their food is worse and how to fix it, and takes away a bit of freedom from the player
@@GreenJab There was a lumchbox item that held iirc 5 stacks of food if shift-right clicked, and if you just right clicked it you would eat the food that had the least penalty. Ik that's not quite a vanilla friendly solution, but that's how that mod handled it.
Wow, this video is filled with amazing ideas! I love your analysis of the current playstyle meta and suggestions for improvements, let's hope someone at Mojang sees this!
Much appreciated!
I think instead of putting ingots into fishing loot pools (which tbh doesn't make much sense, even compared to the other fishing items) they should add new types of fish that do different things (whether being a potion ingredient or better food source) which can ONLY be obtained through fishing.
I also think that more items than just spider eyes should be usable as bait, such as rotten flesh, phantom membranes, glow ink sacs, rabbits foot, tropical fish, etc. And each type of bait could effect your odds of catching different things (like, what if they had a more expensive item to use as bait, which increases the odds of getting treasure, and other bait increases the chance of fish or junk? That could work nicely I think).
As I am not mojang, I am not in a place to just be adding items in this way, I’m suggesting already existing items that would make half sense atleast, but if mojang were to update fishing they could add more stuff to the game to fill this purpose. I’m terms of loot there is a possibility to do something like that, I’m just starting it by keeping it simple with the one type
i feel as though adding more items as bait fits more into addon territory
@@monkeeboy830 True...
I searched on yt for your first video then was very pleasantly surprised to see you've expanded on your already amazing ideas!! Very inspiring stuff, I'm even working on my own similar video :)
Looking forward to seeing yours
the bit about beacons reminds me of my idea i had a long time ago; adding a fire resistance effect (as it's quite often used) as a new effect for a beacon, but it would require netherite in some way
and what if they will need gilded blackstone to set up? rare item great benefit
I initially hated your enchantment system from the previous video, but the more i thought about it, the more I liked it. I like the choices that it forces you to make, however the main part of it I disagreed with was the cost/limit, as it felt too low. This is something that would require playtesting and balancing, but after thinking about it, this was pretty much my only issue with your system. Now I have to think about how the netherite anvil changes things, and I'm not sure how to feel about it. On one hand, I like that it removes the cap, but on the other, I also have an initial negative reaction to losing mending.
One thing I LOVE, though, is the chiseled bookshelf idea. I've wanted the enchantment table to be more useful for AGES, and this idea both makes sense, feels like it would fit in the game, AND makes the enchantment table more useful.
I feel like the stamina system could be helped by some extra enchantments, too. Maybe something that makes you recharge stamina faster or makes your stamina get consumed slower. That way, the player would have means to negate the effects of the system in the endgame, which when combined with the enchanting system, would offer the player a choice between whether they want more protection, stamina uptime, or more durability (maybe two of these, but again, that just goes back to balancing needing to be done).
Really good stuff again! I really like these ideas, and I appreciate how you're making me think about all these things in the game that I haven't really considered that much
If its making you think, then that's all I can ask for. The 'cost/limit' was never something I had set and was always going to require playtesting. The mending for the netherite anvil, yeah its a little forced, but it's design that way so that it has to be an ongoing cost, not something you can 'one and done' and forget about from then onwards
On the note of extra enchants for the stamina system he said that lower tiers of armor would take less stamina to run in compared to higher tiers which is pretty much what you are talking abouy
I really like the stamina system you proposed it's not perfect but it is simple enough for new players, unintuitive enough for casual players and substantial enough to break up the moment to moment gameplay i think this is well thought out and would be a good addition to vanilla (as long as there's a gamerule that turns it off for people who don't like it. Maybe /gamerule dostaminabar false)
I don't think most of these changes are necessary, but that map book idea is genius and should be in the vanilla game.
Sense so many people want to add more food to the game, I've actually had an idea that would give a point to that. You see, the thing about adding more food to the game Is that the only things food affects are hunger and saturation (which is pretty much just an extra layer of hunger in its current system), making there be not a lot of room for food to serve different nieces, which would make having a variety of food sources do nothing but take up more space. This ultimately leads the only point of adding more food to be for immersion reasons.
My solution: Make it so that food can heal hunger _and_ health. This would make it so that different foods can have different niches depending upon how much they emphasize healing versus hunger restoration. Since healing is more useful, these would largely be balanced by being less stackable, unless they're harder to attain. Items like soups/stews, beet roots, and pork chops could be more focused on healing, while other items can be more focused around hunger.
Instant heel potions could maintain their relevance by being the most stackable way to heal In high amounts, at the cost of being more expensive, or just give more uses for potions that instant heel potions can be integrated into.
The healing effects of hunger would have to be nerf or removed in order to make this work, but I think this will give space for more food variety, while also bringing back some of the old game design older fans have been missing.
It would also be cool to have varying food that provides temporary effects. Like being able to mine quicker or to chop wood faster. Maybe move or swim slightly faster.
It would be cool to have food for fishing. Food that could make getting various items or fish easier or faster.
@@hllyenaylleth9576 I like idea of making game more challenging and fun - as an example (again slime fun moded server I play) - there where girls and boys excited of cooking recipes, making lattes, hamburgers and other of 158 recipes added (include drinks and ingredient) to be disappointed when realized that almost all players already have gear with regen effect and do not need to eat - what a fun and reason been taken from them (they left or at least they left that "job" they have passion when arrived on server)
Since your suggestion about zombie horses in abadonen villages, it would be cool if they also sometimes had a broken iron golem. Either as aggresive mob that can be fixed and calmed down by repairing it, or just unfinished falled piecec of iron golem being built.
I'm 6 minutes in and I had to pause to comment how brilliant of an idea it is to make curses increase an items "Enchantability", That's the kind of smart trade offs that make creating a "build" in other games interesting, combined with the other ideas from your previous video and maybe a few more niche unique enchantments it could really create a diverse and interesting decision process in picking your gear. Great suggestion.
I haven't finished the video but another idea that some modpacks use (and you touched on a little bit with your gold armor suggestion in your previous video) is to make armor sets have unique advantages and disadvantages to using them so everyone isn't just walking around in different degrees of Netherite.
Maybe Netherite could have the highest base defense and the immunity to being destroyed by lava, but have the lowest base enchantablity or significantly reduce swim speed (heavy)
Or Gold can have highest enchantability and no enchantment limits (Highly valuable under the new proposed enchantment system) + increased health regeneration, but have middling defense, lowest durability and apply "glowing" to yourself when you take damage making it harder to escape encounters.
This is taken from RLCraft to a certain extent- but Leather could be the only armor that goes fully invisible when used with Invisibility Potions. Maybe even have it hide sprint particles to encourage a sort of hit and run invisibility build. With its obvious trade off being the lowest base defense in the game and middling enchantability.
Combined with unique enchantments this could go on to create "psuedo-classes" similar to Terraria encouraging different playstyles.
some great ideas, For now thought I’ve kept it simple, good armour now when enchanted through a table gains a level from what it normally would have gotten but costs half as much, so for example you can now get eff 6 on a gold pickaxe, which is able to instamine without haste, but it won’t last too long, unless you have mending on it to and splash yourself with an xp bottle every few seconds. I also have the slight stamina drain on heavier armours, villagers can now wear leather/chainmail and a possible toggle for needing the previous tier to craft. I am trying to keep things simple but I do like the idea of leather also going invisible
I'm still not a massive fan of the enchanting system. I like not having to worry about constantly grinding for new tools. What I think would revitalize enchanting is having trade-off enchantments. For example, an enchantment that doubles damage but halves attack speed, or halves damage but heals upon attacking. You could have only one tradeoff enchantment at a time, so you would have to commit to one enchantment. It would encourage diverse playstyles without forcing people to give up their current ones. They could be obtained from enchantment tables when using amethyst shards instead of lapis, which would give amethyst a new use.
Although there may be a possibility for that, I am trying to refrain from changing the surface stuff like adding a new enchant but rather the underlying system like how the anvil works
I think making the map similar to what Animal Well has could be a good idea, just let the player draw and erase over the map, maybe with ink sacs or dyes to have different colors
I am trying to reuse the current map system rather than adding a whole new way to create maps
I have an idea for enchanting.
Enchanting tables now require an enchanted book to enchant something and will,consume it (like anvils. Anvils are now only for repairing while maintaining enchantments).
Enchanted books can only be found as loot, similar to armor trims, and no longer from librarians.
Librarians are now used to duplicate enchanted books. Cost of duplication should be quite high. Haven't decided on what yet. Maybe even different costs depending on rarity of enchantment.
This makes enchanting tables necessary for enchanting.
More valuable enchantments like Mending can simply be rarer and in more dangerous structures like Ancient cities (similar rarity to silence)
Also, prior use penalty of anvils are gone so fully repairing something only costs 4 pieces of material and 4 levels. So Mending isn't essential.
I forget if this was talked about in the first video, but I feel like structures spawn too frequently, I wish the game felt more lonely and felt more like your own world. but to expand onto difficulty structure rate could change depending on how hard you set the game, and I feel like it would be nice to have full control of what structures spawned and at what rate. it would be kinda similar to creating a superflat world in legacy console edition where you could control the frequency and if villages spawned, but in this case it would apply to all structures.
Oh and if we're talking about customizing structure frequency and stuff why not be able to control many more world parameters, similar to how you could back in 1.12, but maybe this time if possible the ability to mess with world height and world border. And for the people who don't feel like making their own presets there could be premade world presets to go along with that.
Yeah structure commonality was talked about in the first video. If difficulty does become pre-sets of game rules, and generate structures turns from a boolean (on/off) to a float (between 0 and 1), there is potential for the difficulty to modify generation, only problem with that is there is no other game rule tied to world gen so it is a little out of place.
In the 'real history' section, I originally had in the script talking about the full world customisation that used to be in the game, but felt it didn't tie too much into 'survival'. But I do want it back, along side the super secret settings
This is the first video of these "I fixed Mincraft" ones that I'll give a like. You are not trying to turn MC into some other game, or make it harder because "I WANT HARDCORE SURVIVING!", you are improving it while keeping it's heart of the ultimate freedom. I liked a lot of the ideas and would totally try them in a mod.
I still have an issue with the word "fix". Minecraft is not broken and doesn't need fixing. However some improvements are always welcome.
And special thanx for Skyrim music!!
Thank you. I tried really hard to stick to minecrafts freedom philosophy as so many other “fix” videos just don’t maintain. I’m also looking forward to using them in a mod, I just have to make it first. I also have a slight problem with the word “fix”, but that’s the TH-cam game. that’s why I made sure to add “survival” not just “minecraft” and fix felt like it wasn’t too far away from truth and not some straight up lie, but at this point I can’t really change it. Even if yoi don’t think it’s a perfect “fix to survive minecraft”, these are just some solutions to problems I personally have felt from playing the game for 13 years
@@GreenJab If you'll make it into a mod, I sugest you to make it modular if possible, so people can chose what changes they want and ignore the ones they don't want. Anyway I'm looking forward to it!
@@hatmanbuilder it’s already been worked on. Version 0.1 has been released in the discord so far
@@GreenJabaye that’s great to see!
It is a little broken, you can’t avoid that. But by no means is it as broken as people lead on.
i LOVE that map book idea. genius
These really are some great points. Working with what is already there instead of adding more and more one use features.
It is strange how much survival isn’t really survival anymore. Maybe if they had a “true survival mode” as a bridge between survival and hardcore. Maybe including more actual progression locked features in said mode.
you can have a surgical without needing to “lock progression” you just need to balance it such that it’s not advised to skip large parts of the game to get through that progression
@@GreenJab true, I honestly can’t stand catering for the speed runners or exploiters. Hey remember when 1.13s water physics was going to be completely different? In before it would affect people’s “farms”. The community will always find a way to make things still work (auto fish farms).
Amazing videos. I didn't really think I'd be able to find the patience to watch these two 1 hour videos back to back, but here I am, astonished. Your ideas are great and I hope they get more wide spread recognition!
Thank you, I’m glad you enjoyed them. I hope they get more recognition too.
24:42 Omg! Why didnt i think of this, the solution i thought of was basically bas a separate bar above the hunger bar that manages stuff like stamina, and the hunger bar would purely be left for only healing
32:27 maybe holding bait in the offhand is required to prevent too much afk fishing?
I thought of that, but that still wont do anything as dispensing an item to someone who has the same item in their offhand, it will go into their offhand anyway
Also an idea I had is armor trims giving certain effects for example costal trims making u swim faster or something
I’m against this as mojang was explicitly against this, as it would create a meta of which is the best as opposed to you just being able to choose which one you want
@@GreenJab that makes sense i think adding some utility to armor trims would be good especially seeing how difficult they are to get
In a world, while trying to make a villager farm, i chose not to sleep while in a village. All but one of the villagers(excluding the ones trapped in a hole) died
The difficulty was easy
that's because they die on easy and turn into zombies that you can cure on hard.
@@GreenJab i was going to say how vulnerable(at least from my experience) the villagers were, that that is a problem i believe should be fixed before encouraging players to let the villagers wander the village and that i dont think the leather armor is going to be enough, but i forgot
@@RngGm thats why you build a wall
I keep hearing about how people want a tutorial, and wanting a sort of guide book, but like, The console Tutorial world would be perfect! So you arent giving things to players that they would throw away if they were vets of the game.
The deep cut from spiff selling his friends body was wild
Glad someone was able to pick that up :)
This is incredible. I now want to learn modding just to implement this one video
You should!
For fishing you should be able to use fish themselves as bait for different tiers of items (could also use a Bait Power system similar to Terraria)
the spider eyes are supposed to be a very much simplified version of that system
@@GreenJab I think that just having one source of that could get very repetitive, also having fish be a worse version of that allows early game players to start fishing without getting tons of spider eyes, just getting one spider eye, getting a fish then getting more fish to get more stuff.
any ideas on what should be done about beds skipping night too easily?
part 3
31:50 I like to think that fishes don't like fermented spider eyes, so they aren't as likely to nibble it, aka more treasures 😂
Funnily enough the part I hate the most about vanilla maps is the marker system and not the map juggling. I recently decided to finally use a map mod (Antique Atlas) just because placing markers on a map should be a simple thing. That thing of having to place a banner and needing a freaking anvil to name it so the marker on the map can have some description is too annoying for me.
I absolutley LOVED the ferris buelers day off and portal references. Also, this video is AMAZING!
Glad you enjoyed it!
I usually watch hour long TH-cam videos in 5-10 minute increments.... Not this time. Setting aside 1 hour tonight to absorb this all at once. I can't wait.
I hope you enjoy
I need that maps feature as a fucking mod PLEASE
you can play with an early unfinished version of it now from the discord
@@GreenJabim on my way
Stronger enemies could spawn lower in the Y levels such as Skeleton Spider Jockeys and mobs wearing more armor such as a Zombie spawning with Iron armor and a pickax. This could also work going upwards where the higher Y levels you go up the enemies also get stronger demotivating players building sky bases early game to avoid mobs forcing players to face their fears. Perhaps even things like the aforementioned potion enhanced mobs could also spawn. Even cooler could be things like sky islands that could spawn with these stronger mobs similar to the Trial Chambers of the deep caves (also adding more reason for Breezes to exist). Perhaps this could be another way of getting skeleton or zombie horses?
I’m not making mobs harder again when you go up, it’s supposed to be designed for caves. And when I said the potion stuff I also mean to say stuff like armour too
@@GreenJab fair enough, having an upward system would require an increase to the height limit to not conflict with mountains especially in amplified worlds
i still maintain that minecraft, like most games, would benefit from implementing Warframe's modular upgrade system.
I really hope all these changes become mods. I doubt theyll be official, but I absolute adore these ideas. They really do feel vanilla, or atleast vanilla ftom a universe where the game went a different path.
I hope so to since I’m working on a mod
awesome! the ides for the map system sound great! :)
Phenomenal ideas!!
Hopefully you can find a way to at least make a mod for changes like this. It could end up a must-have for those looking for more longevity for their Minecraft sessions!!
mod is in the works and once I release part 3 I’ll really be spending my time on getting it done
I think a good thing G is too lengthen Minecraft’s progression by making phases the progression for example an overworld bit centered around overworld gear and enemies a nether phase and than end phase potentially adding more phases locked behind bosses or events similar to what terraria and terraria calamity do
i feel like you should give your items some kind of upgrade so they can be used in the netherite anvil. maybe in an end update you can get an enderite upgrade template which is used with enderite ingots (this is assuming they add a new rare ore in the end) and then used on the tools in a smithing table then they are able to be used in the netherite anvil. I also think lapis should be used in anvils similarly to enchantment tables to give it more use.
all possibly good ideas, but I’m trying to keep the changes to be as simple as possibly and adding a new ore type definitely feels like “mod territory”