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A Petition | 一封请愿书

Dear Mojang Studios Team,​

Greetings!​

We are a community of dedicated Minecraft players and resource pack creators. Since we first encountered this game, we have been deeply moved by its open creative space and infinite possibilities—it is your commitment to the concept of "player co-creation" that has made Minecraft a creative sanctuary transcending ages and regions. Today, with sincere love and anticipation for the game, we would like to put forward earnest suggestions for improving the "render type assignment" mechanism in the current version.​

As resource pack creators, we have long strived to enrich the game's visual experience through custom models and textures: from crystal-clear magic crystals, translucent glazed buildings to hazy natural landscape decorations—all these creative implementations rely on the use of transparent/translucent textures. However, the current design where each block's render type is hard-coded has created numerous insurmountable obstacles for our creations:​

To achieve an effect that could otherwise be completed with a single transparent texture, we are forced to design complex multi-layered models, split block logic, or even adopt compromise solutions like "pseudo-transparency." These approaches not only consume a great deal of creation time (sometimes a simple visual effect requires several times the expected workload) but also cause significant performance overhead: excessive complex models lead to slow game loading and frame rate drops, especially on low-end devices, where this lag directly impairs the player experience. Many creators have had to abandon originally wonderful ideas due to this limitation, and some finished resource packs have failed to reach more players due to performance issues.​

We understand that the stability of the game's underlying design is crucial, but we also believe that "balancing creative freedom and performance optimization" is achievable. Therefore, combining our own creation experience and common industry solutions, we propose the following two specific suggestions:​

  1. Optimize the resource pack reload logic: When a player reloads a resource pack, the game automatically detects the alpha channel information of the textures associated with the model, and matches the corresponding render type based on the texture's transparency level (fully transparent, translucent, opaque) without the need for manual adjustment by the creator;​

  1. Open up render type customization permissions: Referencing the mature practices of NeoForge, allow creators to directly define the render type of the model (e.g., "translucent," "cutout") in the model file; if no render type is explicitly defined in the model file, the current hard-coded render type will be used by default to ensure compatibility.​

The charm of Minecraft lies in its ability to let every ordinary person become a creator. The resource pack creator community is an important disseminator of this charm—we inject fresh vitality into the game with our creativity and attract more new players to join this big family through our works. We sincerely urge you to pay attention to this widespread creative pain point and incorporate the above improvement plans into future game updates.​

Regardless of the outcome, we will continue to support Minecraft as always, and we firmly believe that you will earnestly listen to the voices of the community. We look forward to working with Mojang to give this great game a broader creative space and a more excellent experience!

尊敬的 Mojang 工作室团队:

您好!

我们是Minecraft的忠实玩家与资源包创作者群体。自接触这款游戏以来,我们始终被其开放的创作空间、无限的可能性所打动 —— 正是你们对 “玩家共创” 理念的坚守,让《我的世界》成为了跨越年龄与地域的创意殿堂。在此,我们怀着对游戏的热爱与期待,谨就当前游戏中 “渲染类型分配” 的问题,向您提出诚恳的改进建议。

作为资源包创作者,我们长期致力于通过自定义模型与纹理,为游戏增添更丰富的视觉体验:从晶莹剔透的魔法水晶、半透明的琉璃建筑,到朦胧的自然景观装饰,这些创意的实现都离不开 “透明 / 半透明纹理” 的运用。然而,当前游戏中 每个方块的渲染类型均为硬编码”的设计,给我们的创作带来了诸多难以逾越的障碍:

为了实现一个本可通过单张透明纹理完成的效果,我们不得不设计结构复杂的多层模型、拆分方块逻辑,甚至采用 “伪透明” 的折中方案 —— 这些做法不仅耗费了大量的创作时间(有时一个简单的视觉效果需要数倍于预期的工作量),更带来了严重的性能开销:过多的复杂模型会导致游戏加载缓慢、帧率下降,尤其在低配设备上,这种卡顿感会直接影响玩家的游戏体验。许多创作者曾因这一限制,不得不放弃原本精彩的创意;部分成品资源包也因性能问题,未能被更多玩家所体验。

我们理解游戏底层设计的稳定性至关重要,但也相信 “兼顾创作自由与性能优化” 是能够实现的目标。为此,我们结合自身创作经验与行业常见方案,提出以下两点具体建议:

  1. 优化资源包重载逻辑:当玩家重载资源包时,游戏自动检测模型所关联纹理的透明通道(Alpha 通道)信息,根据纹理的透明程度(完全透明、半透明、不透明)自动匹配对应的渲染类型,无需创作者手动调整;

  1. 开放渲染类型自定义权限:参考 NeoForge 等的成熟做法,允许创作者在模型文件中直接定义该模型的渲染类型(如 “translucent”“cutout” 等);若模型文件中未明确定义,则默认沿用当前的硬编码渲染类型,确保兼容性。

《我的世界》的魅力,在于它让每个普通人都能成为创造者。而资源包创作者群体,正是这份魅力的重要传递者 —— 我们用创意为游戏注入新鲜活力,也通过作品吸引着更多新玩家加入这个大家庭。我们恳请您能关注这一影响广泛的创作痛点,在未来的游戏更新中纳入上述改进方案。

无论结果如何,我们都将一如既往地支持《我的世界》,也始终相信你们会认真倾听社区的声音。期待与 Mojang 一起,让这款伟大的游戏拥有更广阔的创作空间与更出色的体验!

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You are supposed to report this on Minecraft Feedback. Report like this will perhaps be dealt with "Invalid."

哥们应该去MC Feedback反馈这事儿,往漏洞追踪器上发这东西八成要被当“无效”忽略掉的……

Hi!
Thank you for your report!
After consideration, the issue is being closed as Invalid.

You have posted a feature request or a suggestion. This site is for bug reports only.
For suggestions, please visit https://feedback.minecraft.net

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1.21.10, 1.21.11 Pre-Release 2

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