• Minecraft Idea Thread
    523 replies, posted
[QUOTE=omaliymix;35495314]Stained glass Yo would make it with glass and dyes, the same way you would make colored wool.[/QUOTE] You called for help?
A way to transport animals without having to trek thousands of tiles just to kill them after a while. There really needs to be either a transportation or a mutation pill. Crafting these make two of them per batch. You breed two animals the same way, like with wheat, but with this instead. The results will yield different results, and the offspring will be in an egg. Throw it, and there may be a baby animal. Pretty much chicken eggs, but that produce different animals.
Maybe you could carry an infant in your backpack, but it takes up a lot of slots. After a while it'll take up more and more slots, and if you don't make room for it you'll start suffocating because of weight or whatever, and eventually it'll jump out of your backpack.
[QUOTE=VinWolvenkrad;35503009]If nobody has said this already... Lamb Chops, because they are fucking delicious.[/QUOTE] Yeah, the suggestion of lambs dropping food has been mentioned to death. There's already enough food in the game.
Aye, and all the food just does the same stuff; it just refills the Hunger meter. If the different food items gave certain potion effects, like bread slowing down the rate at which hunger is drained (slow-release carbohydrates, so street yo), meats boosting the rate of health regen, stuff like that, then there'd be more reasons not to live on bread alone, which is what is currently plausible atm. The best system would be one whereby one could technically [I]survive[/I] on just bread, but they wouldn't be as strong as a character with a balanced diet. Also, do you think genuine stats, like Strength and Perception and Dexterity, would be a welcome addition?
Crossbreeding. I want creeper-chickens. [editline]12th April 2012[/editline] I think attributes such as strength, etc, would break the simplicity of the game. I was kidding about crossbreeding, by the way.
[QUOTE=Rammlied;35486339]Jungles need to be more dangerous. Jungle slimes? Jungle slimes. Since jungles may be harder to maneuver, their AI could work like this; They always spawn as large slimes, and if a player is in an area they cannot get to due to their size, they will split until they can fit into said place and attack the player. If there is no player around, they will usually try to reconnect.[/QUOTE] They should be able to pass through leaves and drop down at you from the canopy.
Some sort of map like the current one, but it maps underground. The tunnels become damn near impossible to navigate after a while if they're really complex.
[QUOTE=Kylel999;35541350]I think attributes such as strength, etc, would break the simplicity of the game.[/QUOTE] Well what about skills then, like getting better at certain tasks and whatnot? Also, if done right persistant attributes could still be simple, whilst not making the game overly-complex and hard to play.
[QUOTE=ironman17;35543883]Well what about skills then, like getting better at certain tasks and whatnot? Also, if done right persistant attributes could still be simple, whilst not making the game overly-complex and hard to play.[/QUOTE] It's a good idea but it's still gamebreaking. Especially on multiplayer. I think it kind of ruins the purpose and value of higher tier items such as diamond
How so?
Because then when you log on to PVP servers, people are going to be mining faster, hitting harder, and building quicker than you. It's not fair.
Palm trees, coconuts, glaciers, ice deserts, volcanos, volcanic eruptions, iron oxide (red) desert, mesas, scorpions, blowdart, poison-tipping arrows and darts, coral reef, kelp forest, shipwreck, bamboo forest, mud blocks that move like liquid physics when wet, but eventually dry into blocks (this would also make mudslides a danger), earthquakes, precious gems and fossils to be mined.
yes [editline]13th April 2012[/editline] [QUOTE=Sgt Doom;35542025]Some sort of map like the current one, but it maps underground. The tunnels become damn near impossible to navigate after a while if they're really complex.[/QUOTE] catacombs would be cool, and maybe they are proceduraly genned mazes?
[QUOTE=ironman17;35541334]Also, do you think genuine stats, like Strength and Perception and Dexterity, would be a welcome addition?[/QUOTE] Specifically, what would Perception and Dexterity control?
I think it would be neat if they added Pyramid dungeons. At the center there'd be mummy spawners (mummies would be like zombies, except more powerful) and treasure. Also, I think it would be neat if cave spiders spawned in the jungle at night. Or, at the very least, some sort of poisonous horror. Swamps could also use something to make them not-boring and ugly. Maybe some kind of turtle mob or perhaps a swamp monster? Also, oceans need to be spiced up. I think partially-submerged shipwrecks would be cool.
[QUOTE=xZippy;35561257]Specifically, what would Perception and Dexterity control?[/QUOTE] I'm thinking Perception could involve heightened senses and better aim. For example, a Perception-based Trait would be a sort of "spidey-sense" whereby you can sense enemies behind you, so you're less likely to get ambushed by a Creeper, whilst another Perception trait would be a sort of Hunter's Scent, whereby you can see where mobs once were. As for Dexterity, I think it would involve fine motor skills and hand-eye coordination, being able to work with complex stuff like technology and advanced fighting techniques, such as aiming a crossbow, picking a lock, making a handy gadget, fighting with daggers, etc. I'm thinking that perhaps Stats and Traits could be bound to some form of "primal" Alchemy, as opposed to the Nether-tier Brewing that you use for temporary boosts or quick healing, and it'd only require having stuff you can get in the Overworld without needing to go past Iron tier, so it's accessible earlier in the game. Basically, Primal Alchemy requires mostly natural materials, like Dyes, as well as certain special ingredients that you need to fight monsters for, to be thrown into the Cauldron, though the Cauldron needs to be heated first using a Flint and Tinder. For example, the basic "Skill Point Soup" requires Orange Dye (combine Rose Red with Dandelion Yellow), Fish Oil (you make this by boiling a Fish in the Cauldron and using a Bottle to store the oil that runs off) and an Ender Pearl, all of which are renewable resources so you can make as many as you want so long as you have the ingredients. Drink the soup after ladelling it into a Bowl, and it will convert 1 Experience level into a Skill Point, which can be assigned to a Stat via some sort of character sheet. The higher a stat is, the more it affects the things it governs, and at certain stat levels you'll be able to activate certain traits and talents, like Hunter's Scent, Deft Hands, Sharp Counter, Quick Metabolism, etc. For Traits and possibly Talents, you'd require different Soups to firstly activate the Traits/unlock the Talents, then enhance/modify them. For example, consuming the Sharp Counter Soup (Cactus Green, Blaze Powder, Cocoa Beans) will grant you the permanent ability to perform counter-attacks, wherein each hit landed on you has a chance to briefly activate a condition whereby you deal a critical hit to your enemies. Consuming more of a specific Soup, having consumed the first of that particular soup to activate the ability, increases the level of that Trait/Talent, and gives you a choice concerning which facet of the ability you want to enhance, such as either boosting the chance of triggering the condition, increasing the duration of the condition, or increasing the damage dealt. Talents would be separate from Traits in that they would be "activated" using a specific Action button depending on what they do and how they work, such as Sneaking actually causing mobs to not see you, or Sprinting leaving a trail of fire behind you, or right-clicking with a Pick allowing you to hold on to a surface. There would probably be certain bars for limiting the new capabilities, like Sneak for Sneaking, Grip for holding onto a block with a Pick, Embers for Burning Rubber (and any other flame-based Talents, like a Fireball learned from a Soup made of Ghast Tears), and so on, but whilst some bars would regenerate by default (albiet taking a bit of energy from the Hunger meter), like Grip and Sneak, others would require alternate forms of restoration, like dealing and taking damage to gain Adrenaline, or standing next to a fire to regain Embers. One could in theory make potions to restore certain types of energy, though some energies wouldn't need such effort to make potions for, especially since standing near a fire is all one would need in order to gain Embers. One can only consume a specific amount of a specific Soup, save for Skill Point Soup, so once you max out a Trait or Talent, having assigned all the points through Soups, you can't upgrade it any further, and hopefully you'll have the build for that ability sorted out. The only real way to respec a Trait or Talent is to consume a "corrupted" version of that Soup, which requires a Fermented Spider Eye thrown in to corrupt your understanding of that particular ability, freeing up some of the ability points bound to it and allowing limited respeccing of that ability. The other way to respec is most undesirable; dying. Owing to the "rogueish" nature of Minecraft, wherein you drop all of your equipment and lose XP when you die, dying may likely result in losing Stats, Traits and Talents, either losing a few of the assigned points, having them scattered around your corpse similar to experience orbs, or suffering a complete wipe of gathered power; the middle option seems the most balanced, since if you can return to your corpse you can retrieve the knowledge lost to you in death, although other players could probably claim your lost power as their own, akin to Highlander. So all in all, the Stats would be used to define abilities, with higher Stat ratings allowing you to access different traits and talents, such as good Perception being handy for sensing nearby enemies or traps (Red Sense would be an important trait for detecting any nearby Redstone technology), Dexterity for using complex technology and advanced fighting techniques, Strength being for physical stuff like might and endurance, all that kinda stuff. Also, each Soup consumed would require an experience level or several, depending on the level of the Stat or Trait or Talent you are trying to achieve.
[QUOTE=ironman17;35541334]Aye, and all the food just does the same stuff; it just refills the Hunger meter. If the different food items gave certain potion effects, like bread slowing down the rate at which hunger is drained (slow-release carbohydrates, so street yo), meats boosting the rate of health regen, stuff like that, then there'd be more reasons not to live on bread alone, which is what is currently plausible atm. The best system would be one whereby one could technically [I]survive[/I] on just bread, but they wouldn't be as strong as a character with a balanced diet. Also, do you think genuine stats, like Strength and Perception and Dexterity, would be a welcome addition?[/QUOTE] This is an amazing idea, as long as the effects are not super powerful. I wanna get a short sugar rush after eating a ton of cookies.
[QUOTE=Eltro102;35556940]yes [editline]13th April 2012[/editline] catacombs would be cool, and maybe they are proceduraly genned mazes?[/QUOTE] There's a mod called catacombs, that generates multi-floor underground dungeons
Creepers should explode if it catches fire.
When you first played minecraft, who here thought of GMOD? Ok, not everyone has played gmod, half the minecraft population has no clue, but it has a lot of similarities.
[QUOTE=Tehgameze;35772310]When you first played minecraft, who here thought of GMOD? Ok, not everyone has played gmod, half the minecraft population has no clue, but it has a lot of similarities.[/QUOTE] Yeah, let's see... Sandbox Uhhh
I still really want to see those gamemode developed. I want a capture the flag gamemode, but instead of player vs player for capturing the flag. It's more like mobs defend the flag (controlled by players), and the Steve team has to attack it. To help keep the mobs balanced: *Creepers can only start to charge their attack if they are with-in 2 blocks from a player. *Skeletons have a delay between each shot. *Spiders can only climb for x seconds. *Endermen could build for extra defence, but only build either a maximum of x blocks or teleport every x seconds. You chose either or of these, not both. *Silverfish could teleport into a block, but if the block is broken, the silverfish takes damage.
We have economy mods, and area protection mods... I'm surprised nones made insurance mods
[QUOTE=Mellowbloom;35792598]We have economy mods, and area protection mods... I'm surprised nones made insurance mods[/QUOTE] Soon loan sharks and sugar addicts will pop up in the streets. Then it will truly be realistic.
Furniture would be cool. I mean, those benches that are made with a stair + 2 signs? Yeah, not too good. Also carpets.I don't mean just plain wool floor, but a thin carpet on the floor with some detail in it. Maybe in the same fashion as paintings?
[QUOTE=Bordellimies;35838242]Furniture would be cool. I mean, those benches that are made with a stair + 2 signs? Yeah, not too good. Also carpets.I don't mean just plain wool floor, but a thin carpet on the floor with some detail in it. Maybe in the same fashion as paintings?[/QUOTE] You could do also make a new block that's just snow but doesn't melt, and looks like a carpet. Wouldn't look as nice as floor-paintings though.
I remember some mod that created exactly that; thin layers of most blocks (thinner than half-blocks) that you could apply to walls and floors. [editline]6th May 2012[/editline] I'll be buggered if I can remember it's name, though. All I remember are images of it.
Colored glass, that when light is shone through it, tints the light.
[QUOTE=MeltingData;35840078]Colored glass, that when light is shone through it, tints the light.[/QUOTE] The problem is that there really aren't colored lights in the game. It's just multitexturing. This issue kind of stopped RedPower's lights from emitting colors.
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