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improving minecraft post
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title: "Improving minecraft"
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publishDate: "09 May 2025"
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description: "Applying good principles of game design to minecraft."
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tags: [ "games", "game-design", "minecraft" ]
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---
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In this post I wanted to talk a little bit about game design theories and how they can be applied to the game I've been
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playing and modding for a while now, Minecraft.
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## Addressing sand/gravel duplication
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To solve any kind of issue, we need to understand where the root of the problem lies. In this case, the problem is that
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there isn't a reliable way to obtain large amounts of sand and gravel. Even mojang themselves acknowledged this and are
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looking for a way to provide a solution.
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My proposal is to add a mechanic to already existing item, the anvil. Anvil falling is currently just used for a meme or
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for traps. Why not give it another use? If you drop an anvil on cobblestone, it could break it down into gravel. If you
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then drop it again on gravel, it could break it down into sand. It would be amazing to see anvil juggling contraptions
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with pistons and slime blocks, along with a classic cobblestone generator. This way using existing mechanics we created
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something new that effectively solves the problem of getting sand and gravel reliably without having to destroy your
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local desert biome.
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You can try this solution in action on paper/purpur server using
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<a href="https://modrinth.com/plugin/purpurextras" target="_blank">PurpurExtras'</a> `anvil-crushes-blocks` option.
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## Item durability
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Items breaking has been a status quo in Minecraft for a long time. At the start tools and armor were meant to be
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disposable and easily replaced. As time went on, this changed significantly. Now a lot of resources can be invested to
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create a perfect set of tools and armor. This development is not bad by itself, we can definitely work around it, but
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first we need to figure out what doesn't fit in the current state of the game. We need to follow the symptoms to get to
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the root of the problem.
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The first thing anyone wants on their items currently is definitely mending. It pretty much trivializes entire durability
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mechanic. You just need to build a mob farm and swing by it sometimes to keep your items permanently. This has severe
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side effects on the entire equipment system. There is no need to ever decide what armor to wear, you just show up in your
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infinite maxed netherite armor and don't think about it.
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For this, I propose two steps to be taken that might sound insane, but I promise you they work as a whole.
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1. Remove the cumulative cost of repairing items using an anvil. Items are a huge time and effort investment now, there
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is no need to take away the ability to repair them more than few times. Apart from that, this system is just fine as it
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is. It takes resources and a level per material piece to repair items, that's high enough cost, and it keeps players
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farming the materials to fix their equipment.
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2. Remove mending enchantment. This might sound absolutely absurd, but let's think about it for a second. If you have
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mending on your gear, the gear progression ends on that. There's nothing more you can do or prepare. Combined with
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removing the anvil cumulative repair cost, this will add additional depth of equipment management. Should I use my maxed
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netherite armor for this fight knowing that I will need to get more netherite to repair it? Or should I use my diamond
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armor that's cheaper to maintain? People that prefer to minmax still have the option to do so, even in-combat repair
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would still be possible, it would even be faster than mending and experience potions.
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I personally used this ruleset to play myself and a couple of servers I ran. If you want to try it out, you can use
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<a href="https://purpurmc.org" target="_blank">Purpur's</a> `anvil.cumulative-cost` option and
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<a href="https://modrinth.com/plugin/mending-be-gone" target="_blank">Mending-Be-Gone</a> plugin.
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## Counterplay
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This one is a bit more subjective than the previous entries, but I genuinely believe it's worth considering. It really
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sucks when you get one-shot and there is nothing you can do about it. So, I propose to have a player health threshold,
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where if player is above it, they will not be able to die from a single hit. Imagine a situation where someone drops on
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you with a mace, you're on full health, but you die instantly. That doesn't sound really fair. With my suggestion, you
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would be left with 1 health left, and you'd have precious time to react by pulling out a totem or a shield. Thresholds
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value could be configurable, but I'd say 10 health (5 hearts) is a good starting point.
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## Finishing thoughts
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This blog post is a culmination of me theorising and experimenting with minecraft mechanics for nearly 5 years now.
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I hope at least some people will adapt these changes on their servers to make things more interesting. I also hope that
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you will also think how the game could be improved and experiment with different new mechanics as well! Thanks for reading!
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