• Minecraft Idea Thread
    523 replies, posted
Stockholders of Redstonecycle, I present to you fishery additions. Hold on to your turbans, 'cause it's gonna get a bit messy describing this. To greatly enhance your performance with fishing, one would need bait. But what would work for bait? This update would add bugs. They're not classified as anything, so they're just "Bugs." Bugs can be caught in empty bottles by right-clicking them. Bugs are visible in the game world as little pixels. Not too small to go unnoticed, but not too big to be easily noticeable. Their colors range from black to a dark desaturated green. They are also common around dawn and dusk. Once caught in bottles, the item "Bug in a Bottle" can stack up to 64. Anyway, to use the bait, place either "Seeds," "Raw Fish," or "Bug in a Bottle" alongside a fishing rod to place it. This is shapeless, so it can be done in an inventory crafting grid. [i]Baiting a Bug in a Bottle[/i] [IMG]http://i.imgur.com/7oWQe.gif[/IMG] [i]Baiting Raw Fish[/i] [IMG]http://i.imgur.com/6y8kK.gif[/IMG] [i]Baiting Seeds[/i] [IMG]http://i.imgur.com/k7ld1.gif[/IMG] But wait! Big fish can be easily caught with "Raw Fish" at around the wee hours of the morn' or the late hours of dusk. If you really want fish, check in ocean biomes. They hold the largest fish, such as shark or octopus, if you're a sushi-eating hipster. To catch them or other fish, you will either need to craft a "Harpoon" or a "Fishing Net." [i]Harpoon[/i] [IMG]http://i.imgur.com/Yxp67.gif[/IMG] [i]Fishing Net[/i] [IMG]http://i.imgur.com/JPVay.gif[/IMG] What these fishing tools catch is up to Jeb if this ever makes it into an eMail to him.
Crossbreeding. Because it would just be fucking cool
what, so cross a enderman and a pig and you get a pigman?
[QUOTE=Eltro102;34516394][t]http://www.traditional-cooker.co.uk/Images/ovenaga.jpg[/t] its those dome thingys at the top, you put food under them and it cooks it is a pretty old fashioned thing and [U]only really exists in old british kitchens[/U][/QUOTE] Yeah... not sure how well that will roll with Notch originally making the game Sweden inspired, and not many countries being able to recognize this thing :v: [editline]4th February 2012[/editline] [QUOTE=Eltro102;34533606]what, so cross a enderman and a pig and you get a pigman?[/QUOTE] Enderman + Creeper = Teleporting creepers [img]http://img.photobucket.com/albums/v516/Offkorn/emot-tinfoil.gif[/img]
[QUOTE=Simski;34533754]Yeah... not sure how well that will roll with Notch originally making the game Sweden inspired, and not many countries being able to recognize this thing :v: [editline]4th February 2012[/editline] Enderman + Creeper = Teleporting creepers [img]http://img.photobucket.com/albums/v516/Offkorn/emot-tinfoil.gif[/img][/QUOTE] lol, well not really only in britian but in old homes a better thing would probably be a frying pan or a pressure cooker (sweden makes those right???)
Breeding could do with a bit of an upgrade; like having certain traits in an animal be passed on to the next generation. Sheep have this to a limited extent, but it doesn't apply to the other mobs. If one could invest experience in mobs (improve them with skills), then breed said mobs, perhaps the offspring could benefit from ancestral power? Also, perhaps if related mobs are bred (by related I mean being connected by family) too much, then the risk of yielding weaker offspring (and potential mutants) would become greater with each inbred generation, yielding low-quality items dropped by them and other bad things, which would be a discouragement for the current trend of inbreeding your livestock; which i've sadly practiced and should probably discontinue doing so, since continuing would further corrupt the gene pool of my cows, and they might end up turning into pale gibbering mutants if I carry on the way I am. (perhaps breeding the mis-bred mobs with "purer" natural mobs could reduce the level of "corruption" in the resultant offspring) I hope this isn't too touchy a subject for you lot; I know that the subject of inbreeding and genetic "superiority" is a potentially controversial subject for normal folks.
[QUOTE=ironman17;34534473]Breeding could do with a bit of an upgrade; like having certain traits in an animal be passed on to the next generation. Sheep have this to a limited extent, but it doesn't apply to the other mobs. If one could invest experience in mobs (improve them with skills), then breed said mobs, perhaps the offspring could benefit from ancestral power? Also, perhaps if related mobs are bred (by related I mean being connected by family) too much, then the risk of yielding weaker offspring (and potential mutants) would become greater with each inbred generation, which would be a discouragement for the current trend of inbreeding your livestock; which i've sadly practiced and should probably discontinue doing so, since continuing would further corrupt the gene pool of my cows, and they might end up turning into pale gibbering mutants if I carry on the way I am. (perhaps breeding the mis-bred mobs with "purer" natural mobs could reduce the level of "corruption" in the resultant offspring) I hope this isn't too touchy a subject for you lot; I know that the subject of inbreeding and genetic "superiority" is a potentially controversial subject for normal folks.[/QUOTE] USER WAS BANNED FOR: Griefing by breeding all of our cows into mutants
Could be; it'd be damn creepy to see all our cows turn into pale beasts with small bodies, burning red eyes, lipless slathering mouths and long spindley legs. It'd be unsettling to see and would serve as a stern warning against the dangers of excessive inbreeding. However using the right breeding programs, with correct diets and whatnot, one could create super-amazing variants of mobs, like if you feed your sheep on Glistering Melons and breed them correctly (avoiding the "corruption" yielded by excessive inbreeding), you get Golden Sheep that can be sheared to yield the amazing Golden Fleeces, which could be used in crafting for wonderful wonderful things like a Golden Cape or a Luxurious Bed (a step up from the plebian woolen beds we usually kip in). Perhaps Horned Sheep could come about by breeding Sheep fed on certain flowers? Using feeding to alter the outcome of breeding could indeed be a cool thing to implement as a shuffle-up for breeding, and the risk of useless creepy-looking mutants coming from a heavily-limited gene pool would be a good discouragement for sloppy farmers. Also as said before, different foods should give different effects to players, since currently in Minecraft man CAN live on bread alone, which isn't necessarily a good thing. Also also, should Spiders be breedable during the daytime, thus yielding a friendly Spider that acts like livestock even at night? Shearing them could yield String, and as mentioned umpteen times before, String should be used to make Silk instead of Wool, and Wool be acquired solely from Sheep.
First, you can use a variety of different foods to make a slop. From the slop, you tame a pig. If a pig is tame, it will wander around you until you put a saddle on it (craftable saddles, also). Then, when you put a saddle on it, it becomes a mount. It will follow you unless you right click on it once, telling it to stay. Or, you can ride it by right clicking on it twice. While riding it or mousing over it, it will display a health bar and its name (which you can input). Bring its health up by feeding it slop. Movement will be controlled by the player, kind of like boats except with more responsive turning. It can travel across flat land and on 1-block slopes. You can also use tools on their backs, like swords and bows, but can't place blocks. And there, we have a good land travel system that is already half-implemented and isn't ridiculous, like an ATV or something.
You should be able to drink from still water to regain a small amount of HP (only 1/2 food points per 10/20 mins of play or something?)
[QUOTE=ironman17;34534473]Breeding could do with a bit of an upgrade; like having certain traits in an animal be passed on to the next generation. Sheep have this to a limited extent, but it doesn't apply to the other mobs. If one could invest experience in mobs (improve them with skills), then breed said mobs, perhaps the offspring could benefit from ancestral power? Also, perhaps if related mobs are bred (by related I mean being connected by family) too much, then the risk of yielding weaker offspring (and potential mutants) would become greater with each inbred generation, yielding low-quality items dropped by them and other bad things, which would be a discouragement for the current trend of inbreeding your livestock; which i've sadly practiced and should probably discontinue doing so, since continuing would further corrupt the gene pool of my cows, and they might end up turning into pale gibbering mutants if I carry on the way I am. (perhaps breeding the mis-bred mobs with "purer" natural mobs could reduce the level of "corruption" in the resultant offspring) I hope this isn't too touchy a subject for you lot; I know that the subject of inbreeding and genetic "superiority" is a potentially controversial subject for normal folks.[/QUOTE] Although cool, I think this idea is making something simple into something overly complex. It would take a lot longer for people to learn how this system works, it would force people to keep tracks of mobs individually instead of keeping them together in pens, and lastly it seems like it would be a bitch to code.
i still think the more time mobs spend around redstone they should get more and more mutated and vicious towards you
[QUOTE=swampie;34541084]i still think the more time mobs spend around redstone they should get more and more mutated and vicious towards you[/QUOTE] so the more redstone dust they breath in the crazier they get? neat
I think that mycelium (The fungi-like growth in mushroom biomes) should be able to grow underground like real fungus does. Currently it dies without light. I like the idea of finding a cavern coated with the growths.
[QUOTE=Simski;34539154]Although cool, I think this idea is making something simple into something overly complex. It would take a lot longer for people to learn how this system works, it would force people to keep tracks of mobs individually instead of keeping them together in pens, and lastly it seems like it would be a bitch to code.[/QUOTE] I know, it seems complicated, but it just doesn't seem right to just inbreed your livestock without any consequences. If a farmer tried to save resources by not expanding his livestock's gene pool, and allowed inbreeding to take place, he'd probably get arrested or investigated. Even though Steve is no real farmer, it just doesn't seem right to do inbreeding, even in something as apparently simple as Minecraft, which is actually kinda complicated if you look at all the things. Take a glance at Redstone or Alchemy and you'd know that those are actually fine sciences that require learning how to make them work properly, be it making circuits of brewing a proper potion. I think the way the breeding thing could be implemented would be by using a system similar to how enchantments work with tools and armour, and require using a book to prompt the character to write down their "analysis" of the mob, which would reveal it's health, potential drops, "corruption" and other traits (both "current" and "to pass on", the latter being what can be passed on to the offspring), and breeding mobs with similar beneficial traits would yield mobs with stronger versions of said traits. For example, back to sheep; after feeding two Sheep with Glistering Melons, you check the mobs and see that they both have "Midas Fibres 0", the beginning version of the trait that doesn't yet have any effect on the mob just yet. Breed both Sheep, but make sure that the two Sheep don't share any Relation (which is determined by checking one mob then another of the same type, checking if they're Related somehow). If successful, the resultant Sheep has Midas Fibres I, which increases the chances of it dropping a Golden Fleece when sheared. However if the two parents WERE related, the Midas Fibres trait stays at 0 and the lamb has Corruption 1, which essentially weakens any useful traits and increases in intensity as inbreeding continues. Thankfully Corruption in future offspring does decrease if the parent mob is bred with a mob without Corruption. Concerning traits, I think that there'd be two varieties; dominant and recessive. Dominant traits would be rare, expensive to produce, and for the most part highly useful, and would be guaranteed to be passed on to future generations even if one of the parents doesn't have the trait, though they'd still decay a little if Corruption comes along due to inbreeding. An example would be the Midas Fibres, which could be enhanced by a single level using Glistering Melons and upgraded by several if Golden Apples are used. Recessive traits would be rather commonplace, and could only be passed on if bred with a mob that shares that trait, and for the most part can only be improved by direct intervention using food items and resultant "mutagens" (sounds a bit Witcheresque upon retrospect). Most recessive traits are cosmetic, however, and the few that have real effects aren't as useful as you'd think. Corruption is the iconic recessive trait, and can be avoided/weakened via proper non-incestous breeding. All in all it wouldn't really be as complicated as you make it out to be; it'd be like mob-based Alchemy, used to create valuable livestock and yield different drops and/or behaviours from your mobs. In a way it's already present in the game, concerning cats and wolves; breeding tame versions of those mobs yield tame pups/kittens that work with you. Currently the farmyard mobs, the chickens, pigs, cows and sheep, are for the most part wild even when born in the pens, and don't share the benefits of being tame; hell they can't even be properly tamed except when they follow you as you carry wheat around. Once it's possible to induce actual domicility and control over the famryard mobs, in other words making them tame, one could in theory truly begin a selective breeding program to yield specialised versions of mobs.
Honestly, I think worrying about inbreeding with the animals in Minecraft is pretty redundant [img]http://wikicheats.gametrailers.com/images/1/1c/MinecraftSheepWhite.png[/img]
[QUOTE=Simski;34555804]Honestly, I think worrying about inbreeding with the animals in Minecraft is pretty redundant [img]http://www.topminecraft.net/content/images/sheep.png[/img][/QUOTE] the eyes should get further and further apart every generation
Corner stairs is a must
Big ore Chunks of ore that are bigger than regular sized ore. Diamond big ore yields 2 or 3 diamonds. Coal big ore yields 2 or 3 coal. Redstone same thing. Smelting required ore will yield 2 ingots
[QUOTE=Clovernoodle;34533502]Crossbreeding. Because it would just be fucking cool[/QUOTE] I can see it now. Mooshroom Dragons!!! [editline]5th February 2012[/editline] [QUOTE=Crash15;34567000]Big ore Chunks of ore that are bigger than regular sized ore. Diamond big ore yields 2 or 3 diamonds. Coal big ore yields 2 or 3 coal. Redstone same thing. Smelting required ore will yield 2 ingots[/QUOTE] so rather then taking a 1x1 space a size 2 which yields 2 ore would be 2x2? genious... But isnt that why most ore is placed next to each other in small groups?
This isn't a crafting idea but I think it would be sorta cool, but if anyone has played fallout or skyrim you would know that you can wait a certain amount of hours. I could see this working with minecraft easily.
Being able to change the time would be kinda neat; perhaps build a contraption of Redstone and Obsidian, then add a clock to create the "time machine", which when activated can change the world time either backwards or forwards, though it'd be more like controlling the motions of the sun and moon more than wholesale manipulation of time. That'd probably be the SMP method, though maybe a deployable Armchair could act as a decent place to rest for a few hours in singleplayer.
Edible seeds.
Eggs should be scramble-able in a Furnace.
Being able to eat Seeds might be handy, though i'd rather use them as a Bait item for fishing, which badly needs an update of some sort.
SMP needs a lot of fixing and tweaking. Badly. Playing on your own server feels like playing on a TF2 server with at least 900 ping, no exaggeration. Some sort of better network prediction along with some optimization (why the need to send 50 packets a second to tell that a chest is open when you can just send one packet for when it opens, and one for when it closes?). Then they should work on the modding API and new content.
You should be able to enchant pieces of paper like a normal tool but with only one enchantment each. You could then put them together to make a book which has all three enchantments which could be transfered onto a tool. That way instead of spending hours grinding for exp only to end up with a shit enchant and a wasted tool you can just use it on paper until you have what you want.
Readable and writable books, I know there's a mod for this already, but I'd love to see it ingame, plus it would add a use for those rather pointless stronghold libraries.
[QUOTE=Raptortheawesome;34581076]Readable and writable books, I know there's a mod for this already, but I'd love to see it ingame, plus it would add a use for those rather pointless stronghold libraries.[/QUOTE] Jeb's on it,apparently.
guys guys holy shit guys cave pigs they squeal when they enter sunlight and try to run to where its dark
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