u/CyberKitten05

It is time to unify and standardize stone types

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

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

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

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

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

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

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

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

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

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

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u/CyberKitten05 — 5 days ago

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

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

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

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u/CyberKitten05 — 9 days ago

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

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

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

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

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

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

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

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u/CyberKitten05 — 17 days ago