• Minecraft Idea Thread
    523 replies, posted
Life support for space mods. With the new hight limit I was able to build an ISS, but it doesn't feel [I]Spacey[/I] enough.
[QUOTE=flamehead5;34902480]Life support for space mods. With the new hight limit I was able to build an ISS, but it doesn't feel [I]Spacey[/I] enough.[/QUOTE] This but with the removed Skylands instead of a space station occupying the top 128 layers.
You should start to lose breadth at some point (Maybe at like the general height for mountain peaks), and you can use a water breathing helmet to extend it.
Maybe the ore would be used to make fire potions, and when you drink them they put you on fire, and when you throw it on mobs it puts them on fire. When you throw it on water it turns to stone and when you throw it on lava it turns to source blocks.
[QUOTE=RenegadeCop;34903230]The nether needs one more mob. It feels empty for me in there. Maybe a mob that quarrels with the zombie pigs, so they constantly fight? The mob could also drop new potion ingrediants. Nether also needs some sort of ore, perhaps one that makes items fire-proof? Maybe make a new set of tools that don't work in the nether, or the real world, but in another demension that you can make after the ender dragon egg hatches? I should stop saying maybes. I do want potions that, when thrown, turn mobs into chickens. And lava-proof boats that don't break. Maybe also made out of that nether ore.[/QUOTE] If they're not going to add regular pigmen they may as well remove zombie pigmen altogether. They don't fit the theme and they make no sense without regular pigmen. It's not like it would be particularly hard to replace them with something more fitting. Just have a sword-wielding skeleton with black/red armor and call it a Nether Knight or something.
Whoa whoa whoa, back up. They don't fit with the theme? Since when did Minecraft have a consistent theme? Also, just tweeted jeb_ concerning Pigmen, so hopefully he might reply to that.
[QUOTE=Cheshire_cat;34859205]'Balance out'? Bows are already crappy enough with the pull-back-string mechanic. Let's not make them worse.[/QUOTE] Bows are pretty damn powerful, especially considering the price it takes to make one. It rivals the diamond sword easily, and between the fact that it breaks and the arrows it takes, it's nothing compared to two diamonds and a stick.
But it takes quite a while to get a decent supply of arrows, which is, like, a few stacks. By that time, I already have my diamond gear.
Gravel is fucking everywhere. You only need to carry a stack with you to be safe, and even that is a lot.
But unlike ye, I use my gravel for paths, so that's part of the explanation. Feathers would be my rarest resource for arrow, as I don't go willy-nilly killing chickens.
Well, one could always keep chickens for eggs and throw them to make more chickens, thus making a farm of sorts. I do a similar thing to harvest eggs, though I don't use breeding as it is for moral purposes (yeah it's weird, having morals in a sandbox game), instead just making chickens from the eggs. Also i've dug PLENTY of Gravel in my deep "pyramid mine"; more than I know what to do with (768 blocks worth; that's 12 whole damn stacks of the stuff). So if you're having flint problems I feel bad for you, son; I got a loada sodding problems, but the gravel ain't one. (hit it)
[QUOTE=ironman17;34914557]Well, one could always keep chickens for eggs and throw them to make more chickens, thus making a farm of sorts. I do a similar thing to harvest eggs, though I don't use breeding as it is for moral purposes (yeah it's weird, having morals in a sandbox game), instead just making chickens from the eggs. Also i've dug PLENTY of Gravel in my deep "pyramid mine"; more than I know what to do with (768 blocks worth; that's 12 whole damn stacks of the stuff). So if you're having flint problems I feel bad for you, son; I got a loada sodding problems, but the gravel ain't one. (hit it)[/QUOTE] Speaking of chickens, one server I frequent had such an atrocious infestation of chicken spawning that all members now pretty much have kill-on-sight orders for chicken encounters.
Keep eggs on you. At night time dig a little hovel and a 2x2x2 pit and throw a bunch of eggs in there. Set up camp, gather some supplies and stuff, and by the time you're done there are plenty of chickens for free food and arrow supplies.
Sheesh, I just don't kill my farm even after mating since I keep it as a backup. Heck, I just set up base where there's a good quantity of cows and pigs (kept eggs in inventory). Otherwise, I eat melons and bread. Back to ideas, guys. Wands. I had this mod idea that'll be saved for the official API and stated this in the previous idea thread. The concept of wands is to take a stick and enchant it a few times to get a single-use wand. First enchantment for the level (Lv1 through Lv3), second for attribute (fire, healing, etc.), and a third for extras (durability, effectiveness, etc.) When enchanting a stick for the first time, you'll get a choice of enchantments, in order from 1 to 3. These are the effect levels and they cost the respective EXP levels. A Lv1 wand would be pitiful, while a Lv3 wand can be most useful. These wands are absolutely useless at this stage. Wands of the same level can stack. Putting the wand back in the book, you get more, random options, ranging from EXP level costs 1-5. These effects would be for healing yourself (Or another player or mob. Watch your aim.), setting something ablaze, paralyzing something, throw a live creeper at something, or just a gravity gun-like effect. Wands of the same level and effect can stack. Feeling a little testy? Put your specialized wands in the enchantment book for a third time and give them special attributes to enhance the experience. These enchantments cost from 1 to 3 levels. For example, Durability Ⅰ/Ⅱ/Ⅲ will give these single-use wands a few more uses, from one to 2 (Durability Ⅰ) to 4 (Durability Ⅲ). Intensify the effect with Intensify, twice as effective as regular wands. Wands of the same level, effect, and attribute can stack.
Have different zombie pigmen clans in the nether, by changing the color of their armor (Also add randomly generated armor, like different armor peices on different spots, usually chainmail, or like a headband on their head or something. Like, say on your world you have a red zombie pigmen clan and a blue one, whenever one clan sees the other they will start attacking, and if you get in the middle of the battle you will take damage from the crossfire. Maybe also make multiple types of pigmen to make it interesting, like a spear thrower or something. And if you give a dye of an enemies color to a pigmen (Like a blue dye to a red zombie) it may gift you with some gold. Alternatively, instead of dye, you could have the clan drop 'Cloth' of their color, like blue pigmen drop Blue cloth or something.
[QUOTE=Aredbomb;34904628]If they're not going to add regular pigmen they may as well remove zombie pigmen altogether. They don't fit the theme and they make no sense without regular pigmen. It's not like it would be particularly hard to replace them with something more fitting. Just have a sword-wielding skeleton with black/red armor and call it a Nether Knight or something.[/QUOTE] That would be kind of a dumb and unoriginal replacement. You're just stripping the skeleton of his bow & arrow and replacing it with melee range weapons instead and giving him unneeded armor. I'd rather have the strange illogical undead pigmen than have a cheap skeleton copy.
I think pigmen fit pretty well to be honest. Despite there being a goal to the game you really don't know much about the place the game is in, and the game doesn't hint to what it is, so people can make up their own ideas on what's what. To be honest a 'Nether Knight' is even more unfitting because then you'd have a soldier without a kingdom or a cause.
Indeed, though having armoured enemies as "higher-level" encounters in more dangerous places would be pretty cool, maye tying into the idea of the world getting harder and weirder as you go further from the spawn-point.
This has probably been said 100 times over, but having the mobs able to destroy the environment to get at you would add intensity to survival mode. Yeah, the creepers can blow up, but only if you get close enough. With a wall between you and the creeper it wont blow. I'm thinking the mobs would attack the ball of your base to get you. Dirt would be very fragile against them, while stone would be more resistant.
[QUOTE=4yourmalice;34928460]This has probably been said 100 times over, but having the mobs able to destroy the environment to get at you would add intensity to survival mode. Yeah, the creepers can blow up, but only if you get close enough. With a wall between you and the creeper it wont blow. I'm thinking the mobs would attack the ball of your base to get you. Dirt would be very fragile against them, while stone would be more resistant.[/QUOTE] I disagree. Block damage shouldn't happen unless it is your own fault. When a creeper blows up in your base, it's your fault because you should be paying more attention or had the area lit up better. If they just dig through your walls regardless of what you do, all it adds is frustration since nowhere would be safe and you would spend more time and resources on maintainance than doing anything that is actually fun. [editline]29th February 2012[/editline] I think wool carpets would be good, like placeable coloured snow.
Maybe in the overworld you will rarely find an unactivated nether portal inside of a nether brick dungeon thing (fairly small), and if you reactivate it you can go through and attack the stronghold and get loot, but if you fail it will allow (hostile) zombie pigmen to flood through and invade your world.
[QUOTE=Rammlied;34929544]Maybe in the overworld you will rarely find an unactivated nether portal inside of a nether brick dungeon thing (fairly small), and if you reactivate it you can go through and attack the stronghold and get loot, but if you fail it will allow (hostile) zombie pigmen to flood through and invade your world.[/QUOTE] and you respawn somewhere other than your respawn point, and you have to follow the pigmen to get back to your house
nope
They were claimed to, but the code was never actually implemented.
[QUOTE=Eltro102;34930002]and you respawn somewhere other than your respawn point, and you have to follow the pigmen to get back to your house[/QUOTE] That could actualy work; stumbling into old forgotten tombs and unwittingly unleashing terrors that were never meant to walk the earth. One could in effect choose how the world changes by triggering those grand events, like killing the Enderdragon causing dragons to return to the world.
Curses. Like dungeon curses, tomb curses, other world curses, etc. They would have negative affects, like poison food(any food except rotten flesh will poison you, rotten flesh heals you), mob attraction(mobs see you from x2 more blocks away), dirt touch(hitting a block with any non-tool item will turn the block into dirt), or bad luck(ore and passive mob spawn rates are cut in half).
If a village has no nearby villagers it will place a few zombie spawners in it.
Gods, maybe? Like offerings to priests in villages will grant you abilties from the gods? Smite mobs with lightning, weather changing, fly for a few seconds, god-strength for a few seconds... of course these will all need some type of cooldown effect.
[QUOTE=SuperFly8anzai;34935331]Gods, maybe? Like offerings to priests in villages will grant you abilties from the gods? Smite mobs with lightning, weather changing, fly for a few seconds, god-strength for a few seconds... of course these will all need some type of cooldown effect.[/QUOTE] Reminds me of another idea. Curses and blessings. Worship one of three cliché deities: the one for good, the one for evil, and the other one of logic. Building altars out of certain ore blocks (Good altar made from gold blocks, Evil altar made from iron, and the logic from lapis lazuli with a dash of redstone. Evil would be easier, but have more curses due to frequency of iron).
[QUOTE=Stonecycle;34935582]Reminds me of another idea. Curses and blessings. Worship one of three cliché deities: the one for good, the one for evil, and the other one of logic. Building altars out of certain ore blocks (Good altar made from gold blocks, Evil altar made from iron, and the logic from lapis lazuli with a dash of redstone. Evil would be easier, but have more curses due to frequency of iron).[/QUOTE] I did a "curse" idea today. Look at the post 2 posts before the one you replied to.
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