Home > Internet > For a game called Minecraft, we sure haven’t had a lot of underground updates. via /r/Minecraft

For a game called Minecraft, we sure haven’t had a lot of underground updates. via /r/Minecraft

August 6, 2017

For a game called Minecraft, we sure haven’t had a lot of underground updates.

Minecraft has historically been advertised as a game all about mining resources to build structures. Heck, it's in the name itself. And yet, while Mojang has given huge amounts of love to building and aboveground exploring, the "Mine" part has stayed more or less stagnant since the game was first made available in Beta back in 2010.

To show what I mean, let's take a look at some of the past updates. I started playing in Beta 1.2, so we'll go from there.

Beta 1.2: Added coloured wool and Lapis Lazuli. This update gave us a new ore to find underground for the purposes of getting blue-related colours. Even though the ore was mainly added to support the dye system, it had a lot of potential for future updates.

Beta 1.3: Beds and RS Repeaters. No underground changes.

Beta 1.4: Wolves. No underground changes unless you count Cocoa Beans in dungeon chests.

Beta 1.5: Minecart boosters. This gave gold a much needed use and made it actually worth looking for.

Beta 1.6: Trapdoors and some other stuff I can't remember. No underground changes.

Beta 1.7: Pistons and Shears. No direct underground changes, but it did give players more incentive to go mining for iron.

Beta 1.8: The Adventure Update, adding a new biome system, new (boring) terrain generation, and all sorts of generated structures. Most notably, it added ravines and mine shafts, exciting new underground structures to explore. Even though it didn't technically add anything new to dig up, it made mining quite a bit more fun.

Release 1.0: Potions, Enchanting, Strongholds, and The End. Even though Strongholds were technically added in 1.8, finding them before this point was near-impossible. But really, exploring them was unnecessary since the loot was extremely lackluster and we all dug directly to the portal room anyway.

Release 1.1: Enchantable bows. No underground changes.

Release 1.2: Jungles. No underground changes.

Release 1.3: The client/server merge and Villager trading. This is the first update since Beta 1.2 to add a new resource underground, this time being Emerald. However, the ore only spawned in X-Hills biomes, was even rarer than diamond, and was much more easily obtained from Villagers in the first place.

Release 1.4: Pretty Scary Update. No underground changes.

Release 1.5: The Redstone Update. This one added an ore to the Nether, something that had been missing for a long time. Nether Quartz is used in Comparators, Daylight Sensors, and decorative blocks, and is admittedly pretty versatile. The only thing is that you don't actually need to mine for it; you just have to run around the Nether and dig up the exposed veins.

Release 1.6: Horses. No underground changes, unless you count Coal Blocks.

Release 1.7: New biomes. Despite the aboveground getting a huge facelift, no underground changes.

Release 1.8: Underground changes! Release 1.8 brought diorite, granite, and andesite, three decorative blocks. And… that's it. They're awesome for building, but they're purely decorative.

Release 1.9: Overhauls to the combat system and The End, but no underground changes.

Release 1.10: A few new mobs and building blocks, but no underground changes. /u/Preguisa pointed out that 1.10 added fossils underground, made of bone blocks and coal ore. I have no idea how I never knew about these, but they're pretty cool. However, because of their extreme rarity (1 per 64 chunks), relative closeness to the surface (15-24 blocks down) and lack of unique resources, they're more of a fun surprise than anything else.

Release 1.11: The Exploration Update (wait, didn't we already have two of those?). Anyway, more big additions to the surface world, but nothing underground.

Release 1.12: World of Color. Lots of things in 16 colours, and a new crafting guide to more closely match other editions, but once again nothing underground.

Release 1.13 (Predicted): Lots of internal rewrites to improve performance, and a block texture overhaul. We haven't gotten any indication of new underground content.

Whew, that was a bit long-winded. So what's my point? Minecraft has had a huge amount of updates. I would argue that all of them improved the game in one way or another. We've seen an update dedicated to combat (1.9), one dedicated to Redstone (1.5), new building options added in practically every single one, and a full THREE updates (B1.8, 1.7, and 1.11) dedicated to aboveground content… but not a single one centered on mining.

So what can be done?

Yes, this is the part where this turns into a suggestions post. I don't like complaining about a problem without offering a solution or two, so here are some things I think Mojang could add to "The Mining Update":

-Let's get the obvious out of the way immediately: More ores. To be clearer, more ores that have a wide variety of uses. As just one example, practically every tech or industry mod already adds copper, so why not add it to Vanilla? In addition to the obligatory "new tools and armour" (which would be a natural step between stone and iron), it would be great for decorative blocks and could be an alternative to iron for the generic metal crafting component. Or, what if Creepers, instead of dropping Gunpowder, dropped saltpeter, which would have to be combined with sulphur (obtained deep underground)?

Tool progression overhaul. Right now, the tool progression system can be summed up as: Obtain resource, craft tool, use tool to obtain resource for the next level tool. Thus, if you're lucky, you can obtain the best tools in the game within half an hour of starting a new world. The mods TerraFirmaCraft and Tinker's Construct both address this beautifully – TFC requires the player to forge complex alloys and then work the metal on an anvil like an actual blacksmith, while TiCo adds a wide variety of alloys that can be melted down and poured into casts to make tools. If Vanilla did something similar – not as in-depth of course, but similar – I'd imagine the player would feel a much greater sense of accomplishment upon reaching the next tier of equipment.

Underground biomes. Right now, caving is kind of a necessary evil. It's by far the most efficient way to get ores, but it's kind of… boring. What if portions of caves were completely flooded, or encrusted in ice, or overgrown with moss and vines?

More exciting dungeons. As it stands, the standard dungeon-looting procedure is: 1) Find dungeon; 2) Place a few torches; 3) Loot chests and possibly Moss Stone. If the dungeons were more difficult (think Vechs's Super Hostile maps on a smaller scale) and had more interesting loot such as named tools and weapons, players would have a lot more fun exploring and conquering them.

Better fossils. The fossils in the game now are good, but there's untapped potential. What if you could find ancient bones deep underground? These new fossils would spawn like any other ore, but in solitary blocks with a rarity between gold and diamond. They would drop a random part of a long-extinct beast. You wouldn't be able to use for bonemeal (when a creature fossilizes IRL, its bones are actually replaced with mineral), but you could take them back to your base and re-assemble the bones to make a really, really cool decoration. If you've ever played Pokemon Black/White, think something like the Dragonite fossil in Nacrene Museum.

Harder stone underground. This one will be a bit out there, but bear with me. I think the Better than Wolves mod does this: mining Stone requires better pickaxes the further underground you go. For example, what if you needed an iron pick to dig below Y-level 32? It would force using the most advanced gear you have available, instead of digging out a cavern with an inventory full of stone picks.

Minecraft is an amazing game. It's easily the best $20 I've ever spent, and even now, six years later, I'm having a great time with it. But lately I feel like mining has become an increasingly smaller part of the game – the amount of mining-related content and the number of things that require it has largely stayed the same, while the amount of things that don't involve mining has grown steadily with the past few updates. And since we've been getting a lot of themed updates lately, I think it's time we got one to put the "Mine" back in Minecraft.

Submitted August 06, 2017 at 12:09AM by lucariomaster2
via reddit http://ift.tt/2vtlZar

Categories: Internet Tags: , ,
%d bloggers like this: