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Design: Vanilla Integration

November 1, 2025​

  • @mulliganaway
  • @moomarmouse
  • @kinkymal
  • @artemiskhros
  • @galactic_15
  • @your_minty_fox
  • @warrengore
  • @dividesbyzero
  • @rachaelrose1212
  • @revatile

Focus​

  • Determine integration level between vanilla Minecraft mechanics and Wanderers of the Rift systems.
  • Establish consistent approach to avoid case-by-case decision-making for every mechanic.

Questions​

Integration Philosophy​

  • Where does Vanilla fit into Wanderers of the Rift?
  • Player progression requirements and Vanilla inclusion level Examples: Are Rift tools made of iron? Do Rift workbenches require Overworld materials?

Key Decision Points​

  • Should Rift mobs drop experience orbs?
  • Must players progress through Vanilla to access Rift content?
  • Can players complete entire mod without entering Overworld?
  • Is Vanilla progression ever required for Rift progression?

Integration Approaches​

Hybrid Approach​

  • Mix Vanilla and Rift aspects
  • Keep Vanilla for sandbox farming and familiarity
  • Build into Rift system without removing Vanilla unless necessary
  • Maintain Minecraft vernacular for newer players (eg. "Rift biomes" vs "Rift themes")

Rift-Focused Approach​

  • Design systems within Wanderers of the Rift framework
  • Overworld still exists but not required for progression
  • Players can complete mod entirely without Overworld interaction
  • Use Minecraft as game engine rather than framework (total conversion approach)

Progression & Early Game​

Current State​

  • Takes under 1 hour to enter Rift (with material knowledge)
  • Currently locked behind finding/killing enderman

New Player Experience Options​

Hub World Start:​

  • Starting quest walks through key creation and Rift entry
  • Rewards include portal creation blocks
  • Everything needed to join Rift available in Hub
  • Allows choice between Overworld/Hub/Rift as starting loop

Overworld Start:​

  • Classic Minecraft first 20 minutes as tutorial
  • Optional skip for experienced players
  • Wild Rifts for accidental discovery during exploration
  • Dynamic spawning system (Rifts spawn within range every few minutes with movement)

Direct Rift Start:​

  • Tutorial Rift (Tier 0) with no negative consequences
  • Balanced for players without armor
  • Risk: Players might not realize Overworld exists

Hub World as Third Space​

  • Contains mechanical systems: guilds, traders, quests
  • Grief-free environment
  • Works across different game modes
  • Could start small and grow over time
  • Multiplayer consideration: Hub may already be large when new players join
  • Lock NPC interactions until first Rift completion

Resource Systems​

Resource Acquisition Philosophy​

  • Should players be forced to Overworld for resources or obtain in Rift?
  • Current: Players bring blocks out for builds or next Rift (preparation/strategy element)
  • Goal: Design systems supporting strategic preparation

Essence & Rift Keys​

Current System:

  • Rift keys made from vanilla items with assigned essence values
  • Essence directly tied to blocks

Proposed Changes:

  • Add essences as raw loot within Rifts
  • Eliminate need for vanilla items initially
  • Vanilla items available through Rift POIs
  • Exchange system: Normal iron for smaller percentage of Rift version (less efficient vanilla path)

Mining​

Considerations:

  • Finding irrelevant ores is annoying
  • If vanilla resources become obsolete, no reason to mine
  • Make mining beneficial even if not required
  • Allow material acquisition in both Rifts and Overworld
  • Exchange vanilla resources for Rift equivalents through NPC

Philosophy:

"Make it so you don't have to mine, but make it so that mining benefits you somehow"


Armor & Gear Progression​

Current Issues​

  • Vanilla progression broken and unbalanced
  • Leather armor with rune gems can exceed netherite armor (confusing)
  • Damage and armor systems break at higher numbers
  • More work to fix Mojang's progression than develop new system

Proposed Solutions​

New Progression System:

  • Replace vanilla armor progression (e.g., "rift leather" to "rift iron")
  • Visual progression important for player understanding
  • Represent differently so players recognize it as distinct system
  • Work with current Rune gem and socket system alongside vanilla gear (hybrid)

Tie to Vanilla vs Rift Materials:

  • Hybrid: Tie to vanilla but obtain materials in Rift
  • Question: Program with vanilla tiers then revamp later, or program Rift-specific from start?

Numbers & Progression​

  • Numbers must show meaningful progress
  • Respect player time by making each Rift feel rewarding
  • Visual game progression (leatherβ†’ironβ†’diamond) aids understanding

Overworld Role & Integration​

Three-Space Design​

  • Hub World: Get quests, interact with guilds
  • Rift: Action and combat
  • Overworld: Live and build

Overworld as Frontier​

  • Escape space using Minecraft as engine for Wanderers experience
  • Sandbox for other mods as tools
  • Possible to gate some mods behind Rift progression (require Rift-exclusive materials)

Wild Rifts​

  • Integration with vanilla Minecraft space
  • Scattered in Overworld for exploration
  • Question: Leave to chance or make deliberate exploratory feature?
  • Possibility: Wild Rifts + manual creation after certain progression tier

Exploring​

  • Buildings and villager structures contain interesting items/eggs
  • Hidden lore books as Easter eggs
  • Repurpose unused guild designs as Overworld Easter eggs
  • Explorer's Guild previously discussed

Atmosphere & Themes​

Vanilla Elements to Preserve​

  • Health bar, eating food, farming, building mechanics
  • Atmosphere and sense of wonder
  • Mining, crafting, exploring aesthetically

Rift Theming​

  • Incorporate Overworld themes into Rifts (cherry blossom biome, etc.)
  • Rifts themed after Overworld biomes
  • Use biome generation to create mini Overworlds
  • Goal: Primary resource source in Rifts while maintaining Overworld atmosphere

Mod Pack Considerations​

Current State (0.2.0)​

  • Test pack feels overwhelming due to lack of cohesion
  • Plan for 0.2.1: Lighter pack
  • Decide proper mod inclusion after core mod completion

Mod Integration Philosophy​

Rift Progression:

  • No mod should gate Rift progression
  • Storage mods shouldn't be gated
  • Backpacks might be necessary (loot/non-stacking bottles) but could design around need

Mod Selection:

  • Mods adding Overworld content: Fine
  • Mods trivializing core mechanics: Poor fit (eg. ore duplication when ores aren't essential)
  • Consider: Can team solve need better than existing mods?
  • Cost analysis: Custom solutions vs existing mods
  • Integration should feel natural (side quest with Rift resources)

Key Philosophical Tensions​

Integration vs Independence​

"Is Wanderers something you do in Minecraft or is Minecraft something you do in Wanderers?"

  • Balance: Best possible mod with Minecraft around it vs building on Minecraft foundation
  • Hybrid as "safe option" due to familiarity
  • Some want Wanderers with Minecraft on side for burnout relief
  • Don't force mining/vanilla activities if players don't want them

Design Constraints​

  • Using vanilla systems: Helps design faster or anchors to vanilla pacing?
  • If players grind vanilla progression outside Rifts, bypasses core loop
  • Concern: Every hybrid suggestion receives pushback against vanilla elements
  • Need dev input on change limits before mod compatibility issues arise

Progression Balance​

  • Respect player time
  • Make each Rift rewarding
  • Visual progression clarity
  • Numbers showing meaningful advancement

Consensus Goals​

Establish Standard Approach​

  • Avoid revisiting fundamental decisions with each new mechanic
  • Determine vanilla integration or independence for new systems
  • Create consistent framework for implementation

Player Agency​

  • Provide options without forcing specific activities
  • Don't overwhelm with too many options
  • Tutorials should be optional/skippable
  • No forced quest lines including tutorials

First Two Hours Experience​

  • What systems do players touch? (Vanilla vs Rift)
  • Overworld start, Hub start, or direct Rift placement
  • Level of vanilla integration guides experience decision