Gravitite and Relic Upgrade bugs
Both upgrades have the "Relic Upgrade" and "Gravitite Upgrade" as part of the description and the "Smithing Template" as their names when it should be the other way around just like it happens with all the vanilla smithing templates The Relic Upgrade only lists the Wraith Ribs on the Ingredients section, maybe just using the [RELIC] tag would be better than listing all the relic’s names, specially taking into account any future relics so the tooltip doesn’t get too long and doesn’t need to get updated every time a new one is introduced The Gravitite Upgrade is common when it should be uncommon like all the other smithing templates (armor trims, netherite and relic upgrades) (Netherite Upgrade for comparison)
Spirit Bow Doesn't Activate Explosive Enchant and Seems Overall Weaker after Pale Garden 1.22.0 update
Repost of closed but not fixed original issue by undynethefallen: https://originrealms.featurebase.app/p/spirit-bow-doesnt-activate-explosive-enchant-and-seems-overall-weaker The spirit bow used to deal decent damage to mobs (akin to most other bows at maximum strength shot), and the projectiles also would proc the explosive enchant normally, making some shots explode as the enchant implies. However, after the pale garden update (most recent major update), the spirit bow not only ignores the explosion when the explosive enchant is procced, but also seems much weaker than any other bow variant, even if power 5 is present on the bow. I have noticed a significant DPS difference between a legendary bow and a spirit bow with identical enchant setup (power 5 and explosive 4 as primary enchants in this test). Even with half of the shots missed on the legendary bow, the damage from that bow and its explosions greatly beats out the spirit bow shots. I have no idea if something changed with how the bow handles the spirit bow shots, since those use a unique projectile model and may not registering as an arrow when shot— this may make it ignore some enchants from bows like power or explosive. This is just a guess, but in its current state the spirit bow isn’t worth using due to the poor DPS and lack of enchant compatibility with the bow shots. As someone who has used and loved the spirit bow since joining the server, I’m hoping this can get looked into so the bow is viable again. Even if the explosive enchant can work properly with the bow again, that would help its damage output substantially.
Additional open world loot
I would suggest adding additional items to open world loot chests. This would further encourage exploration, searching all parts of a structure and giving structures not many players choose to visit some love. I’ve brainstormed some ideas below. (Image credit Lanshan 蓝山 on discord) Collectible paintings These could be found in any kind of chest across the open world but likely primarily in illager or ‘inhabited’ structures like shipwrecks, illusioner cabins or mansions. These would incentivise players to seek out these kinds of structures, and would have a chance of dropping in certain chests (maximum 1 per chest or similar). This could also be a way for players to make money, by searching for these and selling them. Paintings could be fully random or dependent on the structure (e.g. The slime painting in witch huts and the conduit in drowned villages). It would also make every chest worth searching and overall encourage players to stop at every structure to loot them (and allow you to hide more chests >:)) Crate tokens These would be a very rare drop from high value chests (such as mansion basement, desert pyramid or buried treasure). Upon collecting a certain amount (perhaps 3 or 4), the player is able to trade them in for a non-premium crate of their choice, a bit like the old cosmo coin system. This would also allow players to obtain furniture from a crate of their choice without using ORbucks or buying them for extortionate prices. The crate tokens would obviously be a rare drop but would be a welcome addition in reducing chance when players are aiming to obtain certain furnitures. Bait Bait could be primarily found as a rare drop in underwater chests (or guaranteed at least 1 in buried treasure). They would boost your chances of catching an epic fish for a cast when held in your offhand (and consumed when a fish is caught). They could also be how you catch mythical fish (https://originrealms.featurebase.app/p/mythical-fish-2) or treasure loot. Finishes Call me a finish fiend, but having the very small chance to obtain a finish for an achievement cosmetic in either any loot chest or ones in the theme of the achievement would be sick. It would be very rare and maybe not even the finish you want to use, but could be sold for rubies to those who want it or be a chance for newer players to get finishes/rubies. Would also be a cheaper option for those that want finishes but don’t have hundreds of thousands of rubies, as they would be slightly more affordable due to their accessibility. (I’m sorry finish collectors)
Mythical fish
These fish would be extremely rare and difficult to catch, but be very large or decorative, about 6-10 blocks long. These would function as aquarium centrepieces for decorative players or can hold large amounts of value due to their scarcity. They would probably be about 1/10th rarer than epic fish and may have catch conditions (rain, caught in specific biome, etc), or could have a chance to be caught using obtainable bait in certain chests (like buried treasure or shipwrecks).
Custom trees grow with a block on top
I have there echo glass, and it grow ignoring it. the one in the image is the fir tree.
Automated Player Shops in Realms
A big part of OR’s economy has always been player trading, with realm shops and all kinds of items being sold across the server. Unfortunately, there is currently no good way to have an automated item shop in a realm without many compromises. Many servers have a chest/sign shop system, but I think OR could do something much more sophisticated. My proposal is to introduce a new block called a “Shop Pedestal” or something similar. It would only be placeable in realms, and once placed in a realm, it would only be breakable by the person who placed it and the realm owner. There would be several important features that this Shop Pedestal would have: The Shop Pedestal would have a GUI when right-clicked. For the “owner” of the shop pedestal, the person who placed it, this would be a GUI where you could input an item to be bought/sold, as well as an option to set the buy/sell price, as well as being able to individually enable/disable both buying and selling of the item. The shop owner would also be able to specify an amount of that item to be bought/sold at once, up to the item's maximum stack size. The Shop Pedestal would have a fake floating item on top to indicate what item is being bought/sold, as well as the name of the item. This would allow players in a realm with many shop pedestals to find what they are looking for quickly. For any player who is not the owner of the Shop Pedestal, right-clicking the block would show a buy/sell GUI, with buttons to buy/sell various quantities of the specified item, as long as buying/selling is enabled for that Shop Pedestal. Buying items from a Shop pedestal would remove items from its inventory (more on this in a moment), and the spent rubies would be sent to the owner’s ruby balance. Selling items would subtract rubies from the shop owner’s balance, giving them to the selling player, and the shop items would be added to the shop pedestal's inventory. In order to combat inflation on the server, Shop Pedestals could have a built-in ruby tax. My proposal is a 1% ruby tax per transaction, rounded down but with a minimum of 1 ruby (similar to AH’s 25 ruby minimum). Shop Pedestals would have an inventory that would consist of just one slot. That slot would be able to hold a large amount of any item, regardless of that item’s maximum stack size. The shop owner would be able to input items into and remove items from this slot, and this slot would be used for buying/selling items. This is to prevent shop stock from being capped by the size of a chest. Additionally, shop pedestals would support hoppers, with hoppers pointing into a shop pedestal inserting items, and hoppers under the shop pedestal removing items. To prevent shop pedestals from being used as a general storage solution, I believe they should have a relatively expensive crafting recipe. My proposal is 5x platinum in an X-shape, a ruby block in the top slot, and a chest in the bottom slot. When items are bought/sold while the owner is offline, the server should keep track of the amount of bought/sold items and rubies, and upon logging in, the owner should see a summary of how many items/rubies were bought/sold, similar to AH. It would also be cool if shop pedestals kept track of their transaction history, which was viewable by the shop owner. I think a server as sophisticated as Origin Realms needs an equally sophis
Add Custom Armor Trim Materials
Currently, none of the custom ores/materials on Origin Realms can be used for armor trims. I think it would be cool to see this functionality added. Here are a few materials I would like to see: Ruby: Light Red/Pink Platinum: Dark/Cool Gray Gravitite: Magenta Ambrosium: Light Yellow Red/Orange/Yellow/Green/Blue/Purple/White Crystal Shard: Light versions of their respective colors
I'd like the vanilla datadriven pots please.
Latest updates add datadriven pots, you know the ones crafted from sherds. Can we replace the custom furniture pots with datadriven ones so we have correct hitboxes and storage? Maybe make it only dyeable with the base game dyes so you don’t have to make as many textures.
Iron Torches not emitting light
Iron Torch Furniture (obtained from archaeology), don’t emit light when placed on walls (might be more furniture like this but idk which ones)
Capture Nets Accessibility
Make a unique item texture for each captured mob like Mojang did with spawn eggs in the version 1.21.5 In my opinion this change will help colorblind players and enhance regular players’ experience while sorting their captured mobs and browsing them on auction house The net texture should also change it's size (like the same spawn eggs) so you will instantly understand when you a small Butterfly or large Aerwhale Optional but I think it will be a cool small detail that net texture should also be dimmer when you captured a mob that should be weaken or heavy weaken for capturing (soaked in weakness potion) Example of captured Rascal texture
Icon for the Mobs section at the auction
The Mobs section of the auction doesn't have its own icon, unlike others. I wrote about this earlier, but forgot to add a screenshot
A "Non-Clonable" Lock for Maps
When map art gets added, if it remains like in Vanilla, players will be able to endlessly clone any map using a cartography or crafting table. This makes it impossible to protect original Map Art from being mass-replicated without the creator's permission. Adding a lock system would allow players to sell their unique map art as limited editions without worrying about buyers cloning them and crashing prices.
Paintbrush picks all block's colors.
You should be able to left click any block with the paintbrush and apply the paint closet to the block’s color to the brush. This would make it way easier to match your furniture to your build.
Lore tags.
Lore tags can be renamed and the clicked on an item in your inventory to delete the lore tag and add the name of the lore tag to the item description of the item you clicked.
Fatcat plushie / OR merch
For a while now, all we've gotten on OR that isn't virtual is the OR-bit plushie that was years ago. Nowadays those plushies are being sold for over 400 dollars!! I think and many others would agree that OR needs more merchandise, whether that's shirts or stickers but a piece of merchandise that comes in the form of a PLUSHIE would most likely appeal to a lot of people who play on the server. A fatcat plushie would be amazing as pets which are as of now confirmed to the majority of the public might be one of the new faces of OR, launching a plushie off one of the confirmed pets so far could boost up sales and funds for the server and give people a new soft companion in the shape of ORs new beloved pet, the fatcat.
Arcade Functionality
Bring functionality back to the Arcade in the form of minigames- Players can queue up at the Arcade for multiplayer games, or they can play single player games. When activating or playing the games, Players would be sucked into the arcade machine as sort of a Wreck It Ralph type scenario and would play in-character instead of some kind of custom UI with the game. The Arcade could also bring with it Arcade-themed cosmetic/furniture crates / rewards, or a new questline similar to Badger quests but with an Arcade NPC. Arcades could potentially be a somewhat large Ruby sink, and would add replayability for people who aren’t into the sandbox vibe or survival Minecraft.