User:Papersphere

About Me

 * Disclaimer: I am in no way affiliated with or otherwise connected to Lego Group or any of their products. I merely used to play with LEGO bricks as a child. It's a great, imagination-provoking toy (as you no doubt already knew) that I identify myself with.

Hi. I occasionally make small edits to random wiki pages. My IP address through which I made edits before creating an account here is 90.210.171.134. I try to be accurate and clear, and also respectful towards everyone. I think this is a great wiki because it is very complete and always up-to-date. With my contributions I hope to give a little back to the site that has helped me out so many times while playing Minecraft since day one! (which would be 25 September 2011 – the day I bought Minecraft)

Please forgive me if I accidentally break a rule, use wrong formatting, or do not follow a best practice. I'm still new to wiki editing, so please feel free to correct me and please let me know how I can improve my contributions. Thanks!

My personal wish list for Minecraft
I'm of the opinion that Minecraft is already a great game overall, but I sometimes have little ideas that I would love to see implemented one day and which I think would be little improvements that me and others would appreciate. So I don't forget about these ideas, I thought that here would be a good place to gather them for future reference (a personal fact about me is that I need to have a lot of things written down and available to me because I usually have a very hard time recalling things off the top of my head).

These ideas are listed in no particular order for now.


 * Allow getting into bed during the day. But without skipping to any point in the future, i.e. without actually sleeping. The player would just lie down and rest. Why would this be useful? For one, because you could set your revive point during the day. Another reason, albeit a very minor one, is that you wouldn't have to spam-click your beds anymore when the sun sets and nightfall is around the corner, and you want to skip to the morning as soon as possible.
 * Fix the Piston Quasiconnectivity Bug. It's self-explanatory. This bug has caused me anger many a times when designing compact circuits. It is clearly a bug and not a feature, and although many people find it useful in certain applications (BUDs), I bet there are many who are annoyed by it as much as I am. If there is going to be a group of people who are going to be annoyed either way, isn't it fairer give those who are trying to build contraptions using legitimate redstone mechanics the ability to do so, when designing circuits that need to be as compact as possible? I have a proposal that would please everyone though, and that is to introduce a new block to the game: the dedicated BUD! It would work exactly the way current BUDs abusing the bug do, detecting block updates in whatever block they are pointed to (the direction would be determined by the player's facing at the time of placement, like furnaces, doors, stairs, etc). This would not only make BUDs more compact, but also bring relief to those of us who keep running into this bug just when we don't need it. Plus, everybody loves new content! (And there items which as of the time of writing seem to have little utility, e.g. Lapis Lazuli, which could be used as part of the recipe for the BUD block, and make these items less redundant at the same time).
 * Explosions that don't consume blocks. I am always a bit angered when a Creeper blows up and leaves a huge hole in the ground. I like my landscapes to look natural, not like a bombing site, and the only way to ensure that is by cleaning that mess up, replacing all the blocks that were caught in the blast, reconstructing the area in the same style that the chunk generator originally made it (not exactly like it because I'm not autistic enough to remember the configuration of all the blocks before the explosion). Well, I don't have a problem with that job, that's the natural consequence of failing to prevent the explosion. But what irritates me is the fact that explosions don't leave all of the blocks behind as items! So over longer periods of time, my stock of dirt and whatnot diminishes, and the only way to refill it is by taking blocks out of the landscape. That means more work and a gradually thinning landscape. I either have to shovel out dirt from a flat piece of land, leaving a trench in the ground, or level hills, making the landscape less interesting and more unnatural-looking. If only explosions didn't completely destroy blocks! Now you might say that it makes sense for blocks to disintegrate and become lost forever in an explosion, just like everything is lost when it falls into lava. But from a gameplay perspective, I think the purpose of explosions is to be a threat to the player's survival, and yes, a threat to the player's surroundings as well, whether that be some redstone circuitry or the terrace of their homes. Lava, no doubt, is also a deliberate threat to the player's survival, but it is far less common for me to lose blocks to lava, partly because I am adequately cautious down there and I follow my very own policy about the type and amount of items allowed to be transported on my person during deep underground operations, and more importantly because lava is slow-moving and predictable – the deeper I go the more likely I am to come across a pool of lava, and my senses become increasingly wary. And once a lava pool is safely spotted, it's easy to construct safety infrastructure and warning signs around it to prevent any casualties. On the other hand, Creepers always pop out of nowhere (nowhere is a place that is always 180 degrees opposite the direction you're facing) and are quick to detonate. Not to mention they are extremely stealthy. Finally, although my gripe is more with Creepers, I am less inclined to use TNT for the same reason – I don't want to be draining a limited, albeit large, supply of building/terraforming material because of this unnecessary consequence (and the fact that Creepers are always so IMBA)!
 * Writable books (and more)! This idea was hinted as a possibility by Notch himself. I think it would be awesome to be able to keep longer runs of text stored directly and natively in our Minecraft worlds. I can see this being a great tool for adventure map makers and to players in general, especially for multiplayer. You could write journals, notes (these could possibly be written on paper to keep things short and concise but still allow for more words than possible with signs, while books could hold several pages), document your experiments, leave clues, etc! If there is one feature request that probably everyone would agree is awesome, it's this!
 * A more suitable UI and additional functions for Creative mode. I feel like the current implementation of Creative mode is too much like "Survival minus the health bar" (and of course a huge scrollable list of items substituting for the inventory). My wish is two-fold: First, the item-choosing UI needs a few improvements, such as having the ability to rearrange and categorize icons, to show and hide such categories, and to save and load hotbar presets. Before you say that there are mods that add these features, I am aware of that but I think this is basic enough to be built into Minecraft itself in order to further differentiate Creative mode from Survival. The current UI is just cumbersome to use even for novices who haven't yet memorized the location of all the items in the list. The second part of my wish is: Tools to facilitate working on large projects. I mean, what is the point of the infinite surface area and a quarter kilometer of vertical space if not for permitting the construction of mega-structures? Now I don't expect the full scale of something like WorldEdit or VoxelSniper to be implemented (although it would be great! – and I hope the creators of those mods don't mind me saying that), but some rudimentary copy-pasting, rotating/flipping, and batch-replacement of blocks is in order I think.
 * "Super-critical hits." This is a simple wish. If you pounce on a mob from a tall ledge or similar, it would be cool if you did an extra-large amount of damage, possibly even one-hit-killing it with an unenchanted stone or iron sword (though I don't have any game balancing experience and it would depend on how tall of a drop you'd need to fall down before this effect came into play). Naturally, there would also be a lot more knock-back to the mob. I think this would simply be a cool combat mechanic and would not be overpowered (its advantage is offset by the fact that you would take some fall-damage if you don't land in water – and you have to be high enough above the target in the first place)