Yeah, but not everyone wants to explore infinitely or build huge quarries. There's a lot of convenience in having recipes for things so you can just build them at your table, and the existing ones for the -site rocks aren't renewable because they're made of things like dirt and gravel, which aren't renewable. Having to go through multiple tools, wreck your terrain, build huge mines, or travel large distances isn't my sort of thing. I play Minecraft like time matters.
I get why water to lava sounds dumb (plus way too easy), but the latest versions make lava really common in the Overworld, and appearing at the surface, I don't think lava is quite made out of molten rock, in spite of what it produces and all. I guess you could make obsidian bake into lava, but then how would you get the bucket into the baking recipe? It also wouldn't serve much use then, because obsidian is very hard to renew (build portal, build second portal, get back to first one, repeat).
I think the whole point of minecraft though is the mining and exploring. If everything was easily available at hand what would be the point of ever having to explore. If you want the game to be that easy I suppose you could just switch to creative to spawn in what you need and switch back to survival afterwards?
Well no, there's a bright line between mining and exploring, let's say, within a square kilometre of your home base or the like, and searching for kilometres (and hours, often) on end to obtain or achieve something. I feel that the more recent additions to the game support the latter type of exploring though.
The closest mod I know of that gives you nether items without having to go to the nether if your PC can't handle it, or you just don't want to go to the nether (but it doesn't restrict you from going into the nether when its enabled so its up to you if you use the item or not) is the 'Pocket Nether Link' mod.
Unless you consider say, 'Equivalent Exchange' or mods like 'Ex Nihilio' and ones that focus on skyblock or other ways to get resources that the standard methods.
It can depend though, some mods like 'Extra Utilities' have recipes for say flint easier, or recipe mods that give you skulls quicker, or skip tedious things. Those exist but they can be cheaty obviously.
Like 'essence powder mod' or 'useful recipes' do that sort of thing for say easier bread, or resources grinding to ingots/more ender pearls so you don't have to hunt enderman. Those mods exist, but are they wise to use, obviously not. But for a low end PC I'd say they might be recommended, but if your a cheater or just want something more quick and less 'chance to drop' enthusiastic then fair enough.
I myself used to use them but I have experimented with mods more so than used them. I play singleplayer obviously so I'm usually trying to skip burdens, even when I teleport home, I don't do it for hunger reasons or otherwise, its just because I don't want to have to waste more time, or get my dead body's resources again. I just want to experiment with my mods besides creative. But if I did play multiplayer I'd play fair of course. And have played fair more in singleplayer as times have gone on, its just cutting some of the tedious things out if you experiment with mods as often as I once did for 1.8.9 to 1.12.2 a lot. But I check new or updated nicher mods or quality of life mods often and keep my curseforge notifications on for curiosity these days.
Rollback Post to RevisionRollBack
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Well no, there's a bright line between mining and exploring, let's say, within a square kilometre of your home base or the like, and searching for kilometres (and hours, often) on end to obtain or achieve something. I feel that the more recent additions to the game support the latter type of exploring though.
I don't understand how you can run out of dirt and gravel, I have so many chests full of it that I just end up dumping it in a lava bin. And I didn't need to destroy the environment, it was just from regular mining. I think if you can't be bothered to mine then maybe minecraft isn't for you unless, like I say, use creative mode to spawn in what you need.
Well, mining on end has led me to create massive underground cave systems just from taking out all the big ores (andesite, dirt, etc.). I then often build massive structures with that in rather little time, such as filling in broken structures and building lookout towers. So that's not my issue.
I just like the security in knowing that the resources could be farmed. I'm not sure why it's so bad of an idea.
I'm not saying it's a bad idea, I just personally don't like it. I think if you had it as a mod/add on, whatever, fine, but I wouldn't like it in the vanilla game.
The most unbalanced one to me is crafting ores with a resource and stone, then being able to mine it with Fortune to multiply the resource (I actually did add a block, "Diamond End Stone", which is crafted with a diamond and end stone and looks like diamond ore but it doesn't behave like one and is an intermediate item in a crafting recipe; likewise mining a spawner with Silk Touch drops an "empty spawner" block, a common and very unbalanced feature request (spawners are intended to spawn mobs for a challenge, not be sources of free loot), but it is purely decorative).
Also, never mind diamond, what about redstone or lapis? You already get multiple drops from them so even without Fortune you'd be multiplying it, and even a recipe that surrounds stone with 8 resources wouldn't work for lapis (redstone drops up to 8, averaging 6, with Fortune III and everything else is 4, averaging 2.2, so yes, you'd be at a loss so crating ores would only be an alternative to Silk Touch to get decorative blocks. You could instead use 4 resources in a compass pattern for ores with up to 4 drops, lapis would require lapis blocks (36 lapis vs up to 36 drops with Fortune III, so all cases nicely yield at most a 100% return when mined with Fortune III. Alternatively, add a blockstate that marks the blocks as player-made, similarly to how player-placed leaves don't decay, which makes them ignore Fortune, and changes the name to "Crafted (name) Ore").
Although having everything be renewable can help a lot in custom maps which don't have all the normal resources, such as Skyblock; this is why I made composters produce dirt instead of bonemeal; considering that villagers already sell diamond tools and armor I see no reason why individual diamonds can't be renewable, just not in the way suggested, say, as a rare drop from a mob (I added naturally spawning "Giants" which rarely spawn and have a chance of dropping a diamond when killed with Looting; as I fixed the "Looting bow" bug you have to go up to them and kill them with a sword. Mob farms will always be an issue but I want to see them nerfed instead of nerfing or not adding stuff because they present an exploit).
As for sand and gravel, I added a "hammer" item which can break down many blocks into a simpler form (essentially an uncrafting item, another very popular request, except they often want the exact materials back), including cobblestone into gravel, which in turn becomes sand, which can also be dyed to make red sand (it is worth noting that Mojang has since made both types of sand and gravel renewable via wandering traders and piglins. Otherwise, blame Mojang if you think that they are too hard to find, given the changes to biome distribution since 1.7 and the removal of small water lakes in 1.18, which have provided me with plenty of sand before (does it still generate under/near bodies of water?).
Probably wrong forum, but:
Imagine
Water bucket in furnace -> Lava bucket
Gem plus stone -> Ore (You can use fortune to get more)
Dirt + gravel = sand
Gravel + sand = soul sand
Andesite + Bone meal = Diorite
Dirt + Diorite = Granite
Cracked stone brick in furnace -> Gravel
Coarse Dirt or Leaves in furnace -> Dirt
Granite in Furnace -> Netherrack
I think this covers about 90% of the non-renewable stuff.
It is the wrong forum.
Also many of these recipes make no sense at all, the worst one being bucket of water in a furnace turning into lava.
Also also: there are already recipes for granite, diorite and andesite.
Also also also: why would you even need recipes for netherrack, dirt, and sand, given they are extremely common in extremely common biomes?
Agreed, plus in an infinite world, everything is technically renewable anyway
Yeah, but not everyone wants to explore infinitely or build huge quarries. There's a lot of convenience in having recipes for things so you can just build them at your table, and the existing ones for the -site rocks aren't renewable because they're made of things like dirt and gravel, which aren't renewable. Having to go through multiple tools, wreck your terrain, build huge mines, or travel large distances isn't my sort of thing. I play Minecraft like time matters.
I get why water to lava sounds dumb (plus way too easy), but the latest versions make lava really common in the Overworld, and appearing at the surface, I don't think lava is quite made out of molten rock, in spite of what it produces and all. I guess you could make obsidian bake into lava, but then how would you get the bucket into the baking recipe? It also wouldn't serve much use then, because obsidian is very hard to renew (build portal, build second portal, get back to first one, repeat).
I think the whole point of minecraft though is the mining and exploring. If everything was easily available at hand what would be the point of ever having to explore. If you want the game to be that easy I suppose you could just switch to creative to spawn in what you need and switch back to survival afterwards?
Well no, there's a bright line between mining and exploring, let's say, within a square kilometre of your home base or the like, and searching for kilometres (and hours, often) on end to obtain or achieve something. I feel that the more recent additions to the game support the latter type of exploring though.
The closest mod I know of that gives you nether items without having to go to the nether if your PC can't handle it, or you just don't want to go to the nether (but it doesn't restrict you from going into the nether when its enabled so its up to you if you use the item or not) is the 'Pocket Nether Link' mod.
https://minecraft.curseforge.com/projects/pocket-nether-link?gameCategorySlug=mc-mods&projectID=227934
Unless you consider say, 'Equivalent Exchange' or mods like 'Ex Nihilio' and ones that focus on skyblock or other ways to get resources that the standard methods.
It can depend though, some mods like 'Extra Utilities' have recipes for say flint easier, or recipe mods that give you skulls quicker, or skip tedious things. Those exist but they can be cheaty obviously.
Like 'essence powder mod' or 'useful recipes' do that sort of thing for say easier bread, or resources grinding to ingots/more ender pearls so you don't have to hunt enderman. Those mods exist, but are they wise to use, obviously not. But for a low end PC I'd say they might be recommended, but if your a cheater or just want something more quick and less 'chance to drop' enthusiastic then fair enough.
I myself used to use them but I have experimented with mods more so than used them. I play singleplayer obviously so I'm usually trying to skip burdens, even when I teleport home, I don't do it for hunger reasons or otherwise, its just because I don't want to have to waste more time, or get my dead body's resources again. I just want to experiment with my mods besides creative. But if I did play multiplayer I'd play fair of course. And have played fair more in singleplayer as times have gone on, its just cutting some of the tedious things out if you experiment with mods as often as I once did for 1.8.9 to 1.12.2 a lot. But I check new or updated nicher mods or quality of life mods often and keep my curseforge notifications on for curiosity these days.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
I don't understand how you can run out of dirt and gravel, I have so many chests full of it that I just end up dumping it in a lava bin. And I didn't need to destroy the environment, it was just from regular mining. I think if you can't be bothered to mine then maybe minecraft isn't for you unless, like I say, use creative mode to spawn in what you need.
Well, mining on end has led me to create massive underground cave systems just from taking out all the big ores (andesite, dirt, etc.). I then often build massive structures with that in rather little time, such as filling in broken structures and building lookout towers. So that's not my issue.
I just like the security in knowing that the resources could be farmed. I'm not sure why it's so bad of an idea.
I'm not saying it's a bad idea, I just personally don't like it. I think if you had it as a mod/add on, whatever, fine, but I wouldn't like it in the vanilla game.
Well, I respect that. I should have put this in the mods subforum.
I like those ideas, and I have one more:
8 nether wart + cobblestone is netherack.
This will know to you I’m real,
I play piano
The most unbalanced one to me is crafting ores with a resource and stone, then being able to mine it with Fortune to multiply the resource (I actually did add a block, "Diamond End Stone", which is crafted with a diamond and end stone and looks like diamond ore but it doesn't behave like one and is an intermediate item in a crafting recipe; likewise mining a spawner with Silk Touch drops an "empty spawner" block, a common and very unbalanced feature request (spawners are intended to spawn mobs for a challenge, not be sources of free loot), but it is purely decorative).
Also, never mind diamond, what about redstone or lapis? You already get multiple drops from them so even without Fortune you'd be multiplying it, and even a recipe that surrounds stone with 8 resources wouldn't work for lapis (redstone drops up to 8, averaging 6, with Fortune III and everything else is 4, averaging 2.2, so yes, you'd be at a loss so crating ores would only be an alternative to Silk Touch to get decorative blocks. You could instead use 4 resources in a compass pattern for ores with up to 4 drops, lapis would require lapis blocks (36 lapis vs up to 36 drops with Fortune III, so all cases nicely yield at most a 100% return when mined with Fortune III. Alternatively, add a blockstate that marks the blocks as player-made, similarly to how player-placed leaves don't decay, which makes them ignore Fortune, and changes the name to "Crafted (name) Ore").
Although having everything be renewable can help a lot in custom maps which don't have all the normal resources, such as Skyblock; this is why I made composters produce dirt instead of bonemeal; considering that villagers already sell diamond tools and armor I see no reason why individual diamonds can't be renewable, just not in the way suggested, say, as a rare drop from a mob (I added naturally spawning "Giants" which rarely spawn and have a chance of dropping a diamond when killed with Looting; as I fixed the "Looting bow" bug you have to go up to them and kill them with a sword. Mob farms will always be an issue but I want to see them nerfed instead of nerfing or not adding stuff because they present an exploit).
As for sand and gravel, I added a "hammer" item which can break down many blocks into a simpler form (essentially an uncrafting item, another very popular request, except they often want the exact materials back), including cobblestone into gravel, which in turn becomes sand, which can also be dyed to make red sand (it is worth noting that Mojang has since made both types of sand and gravel renewable via wandering traders and piglins. Otherwise, blame Mojang if you think that they are too hard to find, given the changes to biome distribution since 1.7 and the removal of small water lakes in 1.18, which have provided me with plenty of sand before (does it still generate under/near bodies of water?).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?