Ok so im a big fan of minecraft and all but potion making im not fond of. Now i think potion making is confusing and weird. I think they should do some work on it and all. but i do like the enchanment table. That I love. If you agree or disagree with me please write some thing.
If anything its not difficult enough. I preferred the first way they designed, with unlimited potential based on ingredients, instead of the really confined method we have now.
i like the idea, but i dont like how almost all potens requre nether wart. that meens that with out it, you cant realy do anything. if i could change it, i would make it so that you could make more potons with out nether wart.
I like it, it's another expansive and creative way to craft unique items. At first I figured the original system with loads of strange combinations would be better, but this method is a lot more convenient and logical.
The only thing it needs is more combinations, but I expect those will be fleshed out after release.
Really? It's difficult? Explain to me how putting random objects in the top box is difficult. All it is is guess and check, if you can't do guess and check, you shouldn't have been able to even go to the nether to get a blaze rod to make a potion stand.
id like the returnign of cauldrons. i think it shoudl be a multi step process, instead of the relitivly short one we have now. the curretn stand should distill ingredients into their liquid form, and the cauldron then uses it to mix them.
I honestly think it has no place in minecraft but whatever.
Same here, but it's there, it's all but required for effective survival, do it.
I've taken a backwards approach, I load up on blank potions and use NBTEdit to add a PID to them so I can start out with like half a dozen each of the potions I think might be useful. I get the hang of how to use them. I make a mental note of which ones are worth the effort to create, and which ones are a waste of time. Then I go to our server and have a good idea of what I want to do, and how to get there / which potions. It is a legit survival server, so I don't have infinite resources and time to waste.
And my server mates are doing somewhat the same, and sharing notes on what potions they found useful.
The potion crafting tree is too difficult, but besides that I like potions..
It's actually quite simple. Lemme break it down for ya (these are just the bare minimum of course):
Add Nether Wart to a bottle of water. This is what I like to call a "precursor potion" as it leads up to pretty much everything.
You then have a few choices:
Add a glistering melon for health
Add magma cream for fire resistance
Add a ghast tear for regeneration
Add blaze powder for strength
Add sugar for speed
Add a spider eye for poison, and lastly
Add a fermented spider eye for weakness.
From there you can do one of four things:
1. Use the potion as is
2. Add glowstone to the potion to make it more potent
3. Add redstone to the potion to make it last longer
4. Add gunpowder to make it throwable
People seem to prefer to think of the direct use of potions, without considering the combinations with other items.
I made a "sickbay" where I can go in, press a button, and instantly heal. Well, as long as I keep it stocked with the Instant Health Splash potions it uses. Like using a medical station. I'm going to setup another terminal once I gather some ghast tears for regeneration potions, as well. Similar mechanics could be used for traps and defense systems, in PVP. for example a group of "raiders" could be caught off guard when they find a building crenellated with dispensers with splash potions of weakness, poison, instant damage, etc. Meanwhile, defenders facing enemy fire could be healed during battle by allies or by an automatic dispensing system.
And of course you can throw the splash potions at your enemies, (splash potion of instant health II = MegaElixer, for example.).
And that isn't to mention the possibilities it opens up for adventure maps.
Honestly I too preferred the original cauldron potion system. Half the fun was in experimenting, and half the potion effects are inaccessible with the change. How hard would that be to mod the old system back in exactly?
Maybe not the old system in it's entirety. It did have one flaw, in that it was predictable, and you could figure out the optimal recipes for potions very quickly. If it could be made to randomize based on the map seed, it would be the perfect potion system.
The only thing it needs is more combinations, but I expect those will be fleshed out after release.
Same here, but it's there, it's all but required for effective survival, do it.
I've taken a backwards approach, I load up on blank potions and use NBTEdit to add a PID to them so I can start out with like half a dozen each of the potions I think might be useful. I get the hang of how to use them. I make a mental note of which ones are worth the effort to create, and which ones are a waste of time. Then I go to our server and have a good idea of what I want to do, and how to get there / which potions. It is a legit survival server, so I don't have infinite resources and time to waste.
And my server mates are doing somewhat the same, and sharing notes on what potions they found useful.
Try before you buy.
That's part of the adventure. :3 I like the idea of potion making, it's pretty sweet.
It's actually quite simple. Lemme break it down for ya (these are just the bare minimum of course):
Add Nether Wart to a bottle of water. This is what I like to call a "precursor potion" as it leads up to pretty much everything.
You then have a few choices:
Add a glistering melon for health
Add magma cream for fire resistance
Add a ghast tear for regeneration
Add blaze powder for strength
Add sugar for speed
Add a spider eye for poison, and lastly
Add a fermented spider eye for weakness.
From there you can do one of four things:
1. Use the potion as is
2. Add glowstone to the potion to make it more potent
3. Add redstone to the potion to make it last longer
4. Add gunpowder to make it throwable
This might help you out a bit as well. Any further questions you can PM me
People seem to prefer to think of the direct use of potions, without considering the combinations with other items.
I made a "sickbay" where I can go in, press a button, and instantly heal. Well, as long as I keep it stocked with the Instant Health Splash potions it uses. Like using a medical station. I'm going to setup another terminal once I gather some ghast tears for regeneration potions, as well. Similar mechanics could be used for traps and defense systems, in PVP. for example a group of "raiders" could be caught off guard when they find a building crenellated with dispensers with splash potions of weakness, poison, instant damage, etc. Meanwhile, defenders facing enemy fire could be healed during battle by allies or by an automatic dispensing system.
And of course you can throw the splash potions at your enemies, (splash potion of instant health II = MegaElixer, for example.).
And that isn't to mention the possibilities it opens up for adventure maps.
Nausea etc.
Maybe not the old system in it's entirety. It did have one flaw, in that it was predictable, and you could figure out the optimal recipes for potions very quickly. If it could be made to randomize based on the map seed, it would be the perfect potion system.