I've heard a bunch of complains/suggestions that the inventory gets too small with the amount of items added to the game.
So I had this idea:
The pocket dimension.
A small dimension (I thought about either 2x2 or 3x3 chunks large, so about 32x32 blocks) that you can access via an enderchest-style item, so every player has their own pocket dimension in a world.
To access the pocket dimension I would suggest a charge up, so you need to press a gate item for about 10 seconds (or so) where you move slower and cannot hit or anything (just like blocking with a shield, that would prevent using it as a tactical PvP or PvE item).
You can trap other entities or players within your pocket dimension by aiming at them with the item (or have a secondary item to do so). This player or entity would have access to everything within your pocket dimension, and can escape somehow (by flying/stacking up to world limit maybe?).
You can release entities and players from your pocket dimension by doing the same thing as you got them in.
The pocket dimension would have biome void, so you cannot use it to farm mobs. You could, however, use it to farm other stuff.
Your pocket dimension would be where you are. So if you go into it and come out again, you would still be at the same place (even in the same dimension).
You would load the area around you where you are in the world and even activate mob spawning, so you do not come back without a fight.
If you trap and release an entity or player it would come out where you are. If a player manages to escape, it would appear at your location.
Beds will explode in the pocket dimension if tried to be slept in (alternative: the spawn point is set to the coordinates you entered the pocket dimension in the overworld. This would make it possible to "sleep" in the nether or the end but having the inconvenience of having your spawn point at a random location in the overworld)
The main idea would be to have all your crafting stations within your pocket dimension aswell as a bunchload of chests. However, accessing it would take some time, so the enderchest is still a valid item to quickly change out armor or elytra or weapons or to get some potions.
Of course this would be a very endgame thing to have, maybe having a part of the crafting recipe for the gate item be loot in an end city (maybe even like you craft a shulker box but with an ender chest, or have end fortresses where there is assumed that somebody experimented with this idea and left some parts).
A nice side effect would be that you wont create a mess of chests and workstations around your building site.
This was very inspired by the staff of shalidor, a mod for skyrim. You get a staff there, in which you could go to store and craft your items. It has a very cool design and the premise is intriguing, but its not well balanced from a gameplay perspective.
I know its a bit overpowered, but do you think it would be too overpowered?
i actually love this idea, it seems pretty balanced, but what i think is, after you reach said point in endgame you have no use for it anymore, you probably already have done everything you wanted, so maybe earlier, like 6 ender pearls (in top and bottom line) and 3 iron doors in the middle line
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what is happening?
what what what
it seems like Sarium, the God of Chaos returned....
What distinguishes it from other storage solutions (for example ender chest) is that you have the ability to capture and release an animal or mob to your liking and to have more space to store items. In fact, if we went with my suggested 32x32 area, then we would have theoretically space for 261k chests, making it possible to store more than 7 million stacks of items within that pocket dimension. In comparison, an ender chest filled with shulker boxes has 729 slots. That, to me, sounds stupidly overpowered, therefore making it late endgame would be my balance.
Of course anything i suggested was just a suggestion, i just wanted to know if the basic concept would be something players want.