All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 1

    posted a message on Platypus, new tamable mob
    Quote from ElvishKing»

    Answer this for me please


    Why do we need it if we have cats and dogs


    Why do we need llamas if we have donkeys and mules? Why do we need beethroots if we have poppy flowers and lots of vegetables?
    Why do we need pigs if we have cows and chickens? Why do we need magma if we have cacti and fire?
    Why do we need concrete if we have dry clay and wool?

    Why do we need variety in the game?
    Posted in: Suggestions
  • 1

    posted a message on Platypus, new tamable mob

    Platypus would be another new tamable mob, generated uncommonly in rivers near to roofed forests.


    For minecraft ideas wiki M.G.E.M.L. 7


    General properties:






    Health:



    HeartHeartHeartHeartHeartHeartHeart 7 (14 hp)









    Spawns:



    Rivers (near to swamps, taigas or roofed forests)









    XP:



    Kill adult: 1-3

    Breeding: 1-7









    Mob type:



    Neutral:
    - Mainly evassive, in a similar way to ocelots and rabbits.
    - When attacked, this will poison the player as well as become much more evassive







    Appearance:


    Platypus could have a simple, cute appearance.

    Resultado de imagen de platypus minecraft

    Or more complex realistic.

    Imagen relacionada


    Actually I am not very decided about the possible appearance of the platypus, simply it could seem like this or like this.



    Taming and breeding:

    Platypus should be tamed using worms, but due to the absence of these in the game, should be made use of spider eyes or, by default, fish.

    Then, you can give spider eyes to a wild platypus, but this must go close you (platypus taming is similar to cat taming and rabbit attraction, but slightly faster and easier).


    For heal platypus, you can give to this fish, and for breed it, spider eyes.



    Behaving:


    Natural behaving:

    Platypus will go over ground and through water, although these have affinity for water. These are slightly slow in ground, doing her taming easier, however are extremely fast on water.


    Player presence:

    Platypus will behave evassively near to a player, in a similar way to ocelots and rabbits, but more grupally, without disperse the group.

    If a platypus is (melee) attacked by the player or a dog, this will cause instant damage and poison to the attacker and then will run an behave much more evassively (together the entire group of platypus) during a determined time.


    Tamed:

    Platypus will have a friendly and playful behavior, similar to that of dogs and cats.


    Platypus can be used parcially for battle. Unlike dogs, these will not attack directly to the enemy, but will put between the attacker (if melee) and the player, for poison intentionally to the attacker, and next flee and hide.

    If the attacker is an skeleton or another distance attacker, platypus will go together the distance attacker for poison this, if the owner is being attacked by this.

    Platypus will flee from creepers and high-damage attackers, instead of defend the player.


    The hiding cooldown of the platypus is conditioned by her remaining live. When platypus has little life, this will not defend the player.


    In these cases, platypus poisoning (unlike it happens with potions) will also poison undead mobs, and not give regeneration to these.



    Miscellaneous:

    A platypus named "Perry" will become cyan-greenish.

    Posted in: Suggestions
  • 1

    posted a message on Please add a Marketplace System in Java Edition (MCJE)
    Quote from r543»

    We don't have custom entity and player model support as of now but I'm sure that will come later, which is what I mostly meant :P


    Mods and/or commands.

    Posted in: Suggestions
  • 3

    posted a message on Bottle o'fire, Bombs and Smoke bags

    Hi, I am bla bla bla, and I suggest bla bla bla, for improve single player gameplay as well as increase the weapon variety for servers and etc.
    Straight to the point with spoilers.

    Bottle o'fire:





    Bottle o'fire basics:
    - Crafted in the brewing stand, using one blaze powder item for until 3 empty bottles (obtaining until 3 bottle o'fire).
    - Throwable item (splash/lingering like).
    - Unstackable (like potions).

    Using:
    Bottle o'fire is a throwable item that will create until 75 random fire blocks inside a 5x5x5 zone when it collides.
    These fire blocks will be removed the next tick if there isn't blocks that support such fire, obviously.
    At the same time, all the entities inside the 5x5x5 zone will be set on fire.

    Utility:
    This would be specially useful in servers, due to its building destruction ability.
    However, will still being very useful in survival, for battle hostile mobs.

    Resultado de imagen de fire minecraft



    Bombs:



    Resultado de imagen de bomb minecraft

    Bomb basics:

    - Crafted in the crafting table:

    - Throwable item (splash like).
    - Unstackable (like potions).

    Using:
    Bombs are throwable items that will explode with a force of 3F (will be able to destroy terrain, although hardly blocks like stone and not damage harder blocks like ores and machines) when collides,
    causing a damage of until 8 hp (four hearts) in the epicenter, and pushing entities inside 1.5 blocks radius.
    Armors can protect the damage from bombs, since these doesn't cause magic damage (aren't potions).

    Utility:
    This item could be useful for ambush attacks (to monsters and others players) as well as deffensive weapon (by the pushing of the explosion) and for destroy buildings of soft blocks (glass, dirt, netherrack, wood...).


    .

    Bombs vs harming potions II (comparison for show the balance of bombs):

    Bombs
    :
    - Creates explosions that will push mobs (unlike harming potions).
    - Able to destroy, although minimally, terrains (unlike harming potions).
    - Will cause damage to any type of mob equally, even to bosses (unlike harming potions, that doesn't affects to bosses and will cause healing to undeath).

    Harming potions II:
    - Cause a damage of even 12 hp, 6 hearts (bigger than bombs, that causes a damage of only 4 hearts).
    - Cheaper than bombs (well, at least doesn't consumes iron).
    - Armor doesn't protects, since it causes an status effect, magic damage (unlike damage from bombs that can be reduced by armor protection).



    Smoke bags:



    Smoker bag basics:
    - Crafted in the crafting table:

    - Throwable item (splash/lingering like).
    - Unstackable (like potions).
    - Colorable to any of the 16 colours (depends of the dye used in its crafting recipe).

    Using:
    Smoke bag is a throwable item that will create a densde cloud of particles of a 2~3 blocks radius when collides. The colour of particles depends of the dye used in the crafting of the smoke bag.
    If a player entries inside such particle cloud, it will give a temporal blindness that will end when the particle cloud disappears (it delays in disappear 2 or 3 seconds) or when exit from the particle cloud.
    In mobs (specially hostile mobs) this particle cloud will have the effect of do these peaceful respecting to the player temporally.

    Smoke clouds create by the smoke bag will not affect to bosses.

    Utility:
    Smoke bag would be useful like deffensive item, for escape from hordes of monsters or others players.

    Posted in: Suggestions
  • 1

    posted a message on Please add a Marketplace System in Java Edition (MCJE)

    Please add a Marketplace System in Java Edition (MCJE)

    "Please add marketplace for PC edition" no, I like free things.
    Also, I like mods, with marketplace system that is impossible or unviable.

    That there are screwed up editions of the game for other platforms, is not reason to screw up the edition of the pc platform.
    We will not suffer because others are suffering.

    Period.

    Posted in: Suggestions
  • 3

    posted a message on Bismuth, iridiscent dye: new ore and material from the end.

    Bismuth would be a new material found in the end, generated with a low abundance, similar to gold in the overworld or, to be more exact, like the diamond at the diamond layer.
    This should be extracted with a diamond level pickaxe, and would drop itself.


    After being cooked at the furnace, it will give one bismuth item.

    This item would have several utilities, related with brewing, enchanting and dying.



    Enchanting:


    Bismuth can be used for "reenchant" enchanted things in the enchanting table. This "reenchanting" will consume one bismuth item and 5 xp, and can't be applied to items with curses.

    Reenchanting can't be applied to books.

    Reenchanting will remove several or all the enchantments of the item and next add new enchantments.
    It would be useful if, for example, you consider an enchanted item like useless (that in my case occur a lot), due to have several with the same enchantments or simply you want to bet for better enchantments.
    With the reenchanting, the chance of achieve good enchantments increases a 50% (a half more).

    After "reenchant" an item, this will show a rainbow animated texture instead the purple animated aura texture, and it will be unable to be reenchanted again.


    Possible reenchanted animated texture in a iron sword:
    http://i.imgur.com/y0zCDYp.gifv


    Dying:


    Bismuth is a dye, but it will not give an specific colour. Instead, bismuth will give an "iridicent" effect to leather armors and items where it is applied.


    You can create iridiscent wool, iridiscent glass, iridiscent clay... give iridiscence to any colorable block.

    However, and unlike others dyes, bismuth can't be applied to banners, shields and sheeps.


    "Iridiscence effect" in minecraft could work like in real life. This is, the block or armor will change of colour depending of the point of view (position) of the player that is seeing this.


    If this is too complex or problematic, another alternative is to give to these blocks and leather armor (with bismuth) simply the ability of change of colour permanently, be animated colored blocks.


    Brewing:


    Bismuth could be used over any done potion for create a "probability elixir", that is basically a potion with one random effect, with a chance of give a positive effect of 75%, and a chance of give negative effect of 25%.


    You can obtain a "poison effect" as well as a "night vision effect" using this, additionally it could also have chances of give effects like absorption, nausea, haste, minning fatigue, levitation and health boost.


    This potion only have a "edible version", and can't have extended nor level II effects, as well as it can't have lingering and splash versions.


    Resultado de imagen de ambrosia minecraft

    Posted in: Suggestions
  • 1

    posted a message on Bismuth, iridiscent dye: new ore and material from the end.
    Quote from Skelebling»

    What does reenchanting do exactly? Does it allow you to enchant on top of the existing enchantments, or just refresh the item for a new enchantment?[/b]

    Reenchanting will remove several or all the enchantments of the item and next add new enchantments.
    It would be useful if, for example, you consider an enchanted item like useless (that in my case occur a lot), due to have several with the same enchantments or simply you want to bet for better enchantments.

    With reenchanting, the chance of achieve good enchantments increases a 50% (a half more).


    I forgotten to explain this while I was creating the thread. :unsure:
    Posted in: Suggestions
  • 2

    posted a message on Stawberry Bushes

    I think it would be a better idea to add cranberries, and then give a recipe for obtain cyan, purple or light blue dye from these.

    Currently you can farm red dye, with beetroots.

    Posted in: Suggestions
  • 1

    posted a message on Potion bag

    Why were there no additions in 1.9?
    They simply gave an extra space (which was not really necessary) in exchange for losing spaces for other better utilities (such as shield or chetsplate) and it was annoying to control it.


    This idea still has potential, but not for arrows (which are stackable and do not normally require many slots for a normal adventure), but for potions.

    It is here that the idea of the sack of potions is born.


    Potion bag:


    Potions occupy an slot per unit and aren't stackable, in this case a kind of "quiver" (but for potions) is indeed viable.

    This bag of potions would occupy the chestplate or left-hand slot, giving some disadvantage, but at the same time, it would add 18 new special slots (of purple colour or with a symbol) to inventory, which can only be occupied by potions.


    If a player has an active potion bag and a potion in hand, he can roll the mouse wheel to change potions without having to access inventory.
    After launching the potion, the empty slot would automatically be occupied by another potion.


    Recipe:

    Posted in: Suggestions
  • 2

    posted a message on Sandy Dirt

    Sandy dirt would be a new block with gravity but metastable.
    This means that this block can be placed and generated floating, and will not fall unless a force factor appears.
    So if, for example, a block falls on this, a fluid flows, there is an explosion, or a mob jumps or still over too time, sandy dirt will then fall.

    Also when a block is broken together a sandy dirt block or cluster, this sandy dirt block or cluster will become unstable, but it will last since several seconds until half minute for fall, falling after a random time.


    Sandy dirt would also have other special properties, for example, sand plants (cactus, deathbush) and dirt plants (trees, mushrooms, flowers), can both be planted and grow on sandy dirt.
    However, you can not transform sandy dirt into farmland, nor it will spread mycelium or grass.


    Finally, sandy dirt can be used for make ground paths, as coarsed dirt and grass path blocks.


    This new block would be generated at biomes like mesa plateau, desert and savannah, in little uncommon surface areas.

    This also would be generated inside little clusters in any biome at any height underground (being at least uncommoner than ground and gravel clusters), being another new sediment block and giving more obstacle diversity.

    That means in mining: if dirt simply blocks the step, and gravel blocks the step and falls, sandy dirt will be a more dangerous block that blocks the step and has random chances to fall at the most inappropriate time, sandy dirt so can cause a great setback and even damage to the player.


    Sandy dirt can be crafted by the player in a crafting grid, mixing two dirt blocks with a sand block with the next pattern (and will give two sand blocks):

    SD ... DS

    DS or SD

    D: Dirt

    S: Sand


    Possible texture:


    Sandy dirt would have the same minery properties (blast resistance, hardness and breaking time) of sand, gravel and dirt.

    Posted in: Suggestions
  • To post a comment, please or register a new account.