[suggestion] Token Use: Expand E-Chest

Discussion in 'The Suggestion Box' started by tuqueque, Jun 28, 2025 at 12:03 AM.

  1. My idea is to be able to purchase upgrade to your echest, so that it can eventually be the size of a double chest.

    Why I think this is not OP? Eventually Land claiming will allow TP between /town and /wilds to access to /vaults will be basically negligible.

    How I would handle this idea?

    Each SMP is counted as a separate upgrade, so if you want to expand your echest to the max in all servers, you would have to buy the upgrades in each server.

    My suggested Pricing:

    4th Row 100k Tokens
    5th Row 500k or 750k tokens
    6th Row 1million or 3 million tokens (want it to be a rare or super rare upgrade)

    Also side idea

    allow /echest (open enderchest) from anypart in town for supporters
    Bulkinc, Sefl and Upmostlocket106 like this.
  2. The main issue here is that the inherit code for the Ender Chest is set for a single chest, not sure how the code would work on the backend to tweak that, and at that point, why not just have another block/command perform the same thing? At what point is just having *any* storage outside of vaults once land claiming is a thing? The whole point of the Ender Chest is to be the basic necessities and you have to be picky about what you store there since the value of it being accessed anywhere. I see no need for EMC to keep tweaking Vanilla features to just make the server more creative-like. Minecraft is a survival-sandbox game and there needs to be some hardship/challenge or it loses most of its identity. Now, something to store building blocks in or enchantments for Shulkers to autofill inventory I'm all here for, but as for this suggestion it's a -1 from me.
  3. I like this idea
  4. Thanks for the reply, Cyber

    I would like to pick your brain on your your perspective on maintaining challenge and preserving the survival-sandbox

    Would you be willing to clarify how this statement is conceptually different from this suggestion? Is the issue more the place where players get larger inventory?

    To your point about challenge: I’d like to understand more about what kind of challenges you're referring to.
    Personally, I don’t find long travel times or playing as a mule in your leasure time engaging, so did not even think of it as a part of game challenge players looked forward to. The idea behind this upgrade was to reward high token earners (which are earned through challenges, mostly) with a scalable convenience tool, especially when land claiming makes vault use trivial anyway.
    With the suggested pricing, I honestly wouldn’t even go beyond 4th row on more than 2 SMPs, and the 5th row only once. I intend it to be token sink for long-term players, not a universal QoL change.

    Is there a compromise you might see? scaling of token price? Expanding the difference between tiers?

    Is there even a version of this idea which does not compromize the meaning of what makes EMC special for you?

    I see this as simply satisying the needs of players who want an even bigger survival sandbox.

    Thanks again for your reply, appreciate your thoughts :)
  5. Sure, I shall elaborate.
    This is more a reference to a feature such as the /dank/null mod in terms of practicality. However, more in line of vanilla-inspired things there could perhaps be enchants that one could put onto a Shulker Box such as Vacuum and/or Replenish where the items that enter your inventory automatically enter the Shulker box in the case of Vacuum and Replenish would automatically pull items out of the Shulker box to refill your inventory. This allows for the need to still gather and prepare the materials but limit to only what you can realistically still carry, this just avoids the step of placing the box down to grab the items / stash the items.

    Such is the balance of living out in the Wilderness. The further out you go, the more you must travel to return. That choice is always yours that you made and such is a consequence of that choice. You can always develop infrastructure to make the travel quicker, easier, safer, etc. For example, Azarinth is roughly 25k diagonal away from the nearest Outpost. Normally this would take 10-15 if I flew/horse/other conventional means. But I developed a Blue Ice Boat path allowing me to travel from Azarinth to Town (and vice versa) in 95 seconds. Just takes a bit of time, ingenuity, and planning to help make the travel truly a negligible part of living in the Wilderness.


    Exactly. Why would this need to be a thing if vault usage immediately trumps it? I suppose if there wasn't land claiming for a long time then perhaps I'd see more of a use for it- but as it stands now, I fail to see the need to develop this when we can just have something arguably better and more efficient.

    As hinted above, there would need to be a reason to need such a system above just opening your vault when you reach wherever you are heading. (This is exacerbated even worse if you can just teleport there, which I am still against tbh.) I would need to see what the entire update for land claiming entails to give you a proper plan using what we'd know. But since said update has been hypothetical and "in-development" (not a slight to you devs, just saying) for the better half of a decade (perhaps longer) I basically do not even consider it as a thing on the horizon to consider. TLDR; If no land claiming then maybe, but I still think a temporary vault access or limited vault access would be a better alternative if you really had to twist my arm for something.

    Not so much EMC, it's a matter of Minecraft as a whole for me. Let's just say there is a reason I hardly play Vanilla Minecraft anymore, the game has gone a different direction than I personally would have hoped for and find more solace in modded experiences. To me, Minecraft is a game about building and gathering, with the added challenge of survival and technical stuff. There is always mundane aspects in every game, it just so happens Minecraft's is travel, restocking, and actually gathering said materials. This is a fundamental part of the gameplay loop and identity that removing it just eliminates all the need to plan/be smart about it and just makes it all essentially creative mode. Which isn't a bad thing if that's the direction everyone really wants this place to go in- but as for me, no. There really is no real way I'd accept or approve of such a concept in this current format/form.
    tuqueque likes this.