Suggestion Guidelines

Got an idea for a new BTA! feature? Share it here!
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neb
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Suggestion Guidelines

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How to Make a Suggestion
These are some helpful hints on how to make a good suggestion. Suggestions that don't make use of these are very likely to receive a "No" immediately.
  • Consider how your idea might be implemented. We expect that you should have thought through your idea fully in terms of how it interacts with the rest of the game. For example, is it an item? A block? How would it be obtained? What does it look like? etc. It's not enough to say "it would be cool if you added <X>" with no further elaboration.
  • Any suggestions that involve adding new mobs should be thought through very thoroughly, as mobs are generally high-effort content and can have much more of an effect on the player experience than new blocks or items. Please don't suggest mobs that are purely ambient.
  • Don't suggest anything incredibly obvious - if it's not in BTA!, we probably haven't added it for a reason.
  • Don't suggest features from modern Minecraft verbatim. If you really want a particular gameplay feature in the game, take some time to consider its good and not-so-good attributes, and see if you can reinterpret them into something more unique.
  • Please don't suggest things that are already in BTA!. It's a waste of our time and yours.
What Not to Suggest
We have a few guidelines on what you shouldn't suggest. Violating these guidelines will likely get your post marked "No" immediately.

Direct backports of newer features.
We have a pretty firm rule against backporting gameplay features from newer versions of Minecraft. This restriction means that BTA! is more distinct from later versions of the game, as well as meaning we have to find more unique and creative solutions to improving the game. Some examples of what not to suggest are Endermen, the End, or hoppers.

Community references.
We want to keep BTA! as similar as possible to something Mojang could conceivably release, which means avoiding anything that references the wider Minecraft community as a whole. That means no Herobrine, ever.

Creative-only additions.
The main priority for the mod is survival mode, not creative mode, so suggestions should have some kind of survival utility or they will most likely not be considered.

Sentient Overworld mobs.
We have a pretty concrete plan for how we want the Overworld to feel - it needs to be lonely. That means having intelligent NPCs swarming around is a no-no.

Overworld structures that aren't ruined.
You shouldn't suggest any Overworld structures that wouldn't have been around more than a thousand years ago. No pirate ships, no NPC villages.

Living creatures in the Nether.
The Nether isn't hell, but it is hell-ish. In Beta 1.7.3 there aren't any living creatures there - pigmen are undead and ghasts are ghosts. We very much intend to keep it that way, unlike modern Minecraft.

Magic.
We aren't adding anything overtly magical to the Overworld. We're aiming for a low-fantasy vibe, which means magic in the Overworld should feel like an intrusion, rather than the norm. Overall, the more realistic and grounded your suggestion is, the better.

Features for the Drift.
Our sky dimension, called the Drift, is still very far away from being developed. That means there's no point posting any suggestions for it, because we'll probably forget about them by the time we start working on it.

Features related to the Deactivated Spawner.
We're not going to allow you to reactivate the Deactivated Spawner, because we don't want the game to be centered around farming mobs.

Splash text messages.
Self explanatory.
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