1. A story involving NPCs either requires them to be invincible, or the player may get easily soft-locked.
Solution: Make NPCs renewable and allow them to take roles of dead NPCs.
- When a player harms a village, the villagers remember it and refuse to continue the quest, until the damage is repaired (at least roughly) and a compensation fee is paid.
- Damage can be detected by assigning metadata to the blocks owned by villagers. Repairs are not checked for continuously, but only when the player "asks for it".
- A village may posses a central indestructible "shrine", which can be used for respawning NPCs and may store information about the village.
Solution: Allow digging around obstacles, but add penalties for doing so.
- Examples: Spawn mobs behind the wall, reduce rewards in chests if a wall was broken, apply bad effects to players digging through walls.
- The walls can be "cursed". Digging them may result in turning off torches, earthquakes and similar effects.
- The dungeon can be organised so the final room is in the core of the dungeon, so it is impossible to dig straightly to the final room without encountering the other rooms.
- There can be also trap rooms, which are accessible only by breaking walls.
Solution 1: Add more advanced crafting machines, so moving them all is too problematic.
Solution 2: Make monsters harder to avoid, make them able to break through wider variety of blocks
- Bed shall skip time, but not risk. If you go to bed, the strength of your base is evaluated. And if it is too weak, then you can be woken up by a monster breach.
- Some monsters may target at stealing items, so protect your chests too!
- In some nights, the monsters can be especially tough. Use your time wisely for preparation.
Solution: Don't forbid that, but add its own challenges to it. Encourage the player to reinforce the shaft, else it may crumble at random.
- Do you see droplets of water from the ceiling? Be careful, it may flood your shaft!
- Is the wall hot? Lava may melt it soon.
- Do you see dust crumbling from the ceiling? It may collapse soon.
- There can be also acid, poisonous gasses, or maybe the player can suffocate from not having enough oxygen down there.
Solution: All these issues can be addressed.
- MINECR~1 only: Add a special track which isn't as expensive as the powered rail, but is slower.
- When a minecart hits a mob, it pushes the mob away, dealing adequate damage.
- Make it possible to link up minecarts reliably, so they can be used for bulk item transport across bases.
- Players can send signals LEFT or RIGHT from a passenger minecart. A special routing track sends a signal to the left or right respectively, when the player holds the respective arrow while passing the rail.
- There can be special tracks which send information to players riding along.
- Players may be encouraged to build more bases (for example one base deep underground, for easier mining). In such a case, the minecarts can be used for bulk transport across player bases.
Solution: Instead of adding a portal to a realm which is said to be deep underground, make players actually dig that deep.
- It adds more to the world lore.
- It encourages the players to invest in transport systems.
- End portals are fine the way they are, as they must be found in specific dungeons and cannot be transported.
Solution 1: Make automatic machines wear out, especially when they are used too frequently or improperly.
- Machines can be still repaired, but it requires manual intervention.
- Players are encouraged to optimise their machinery and also to turn of machines they don't really need.
- Forceloaded machines may get higher chance to break.
- The damage may slowly revert, so if a small machine is used only occasionally, it never breaks.
- Improper usage (e.g. trying to put an item into a full container) may damage the machines more than proper usage (e.g. putting an item into a slot where it can be put).
- If a machine is triggered too often, it may overheat, leading to higher damage per use.