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    posted a message on The Civilized Update: Better villages, better AI, and plenty of new blocks, structures, and items!

    Hello all. I hope you're having a good day; get cozy, because this suggestion's a looong ride.


    Current Version: v1.2 (10/1/17)


    Objectives


    • To increase the depth and feel of villages as bastions of safety and order among the Overworld.
    • To increase Villager AI by giving them better common sense, new interactions and passive actions, and other modifications.
    • To increase the depth of the Illagers by granting them new mobs and structures.
    • To grant an overall superior depth to the Testificate race with new professions, careers, and technology.

    I apologize if this is taken as a “wishlist”; I have tried my best to ensure that all items within are related to the general objective of increasing the depth of Villagers, Illagers, and their dwellings, through new blocks, items, mobs, and more. Additionally, I’m sorry about the name; “The Civilized Update” is the best thing I can think of for this suggestion, even if it’s a bit taboo to designate suggestions with “The X Update”.


    Balance Changes


    • Villagers may now distinguish between player and naturally-generated/mob-placed blocks. If they are blocked into a house because of player-placed blocks, they will instantly refuse to trade until the house is unblocked. This forces the player to design villager breeders with a little living space, and in villages to give Iron Golems and Guards a more important role.
    • Nitwits are now much more common. There can be one Nitwit for every house in a village, though regular trading villagers still abide by the 0.35 x door count rule.
    • Villagers now slowly regenerate health at the same rate as the player. Must be all that food the Farmers grow…
    • Iron Golems now have significantly improved targeting AI, and will target the closest hostile mobs instead of ones 20 blocks away. They will try to break line of sight with hostile ranged mobs (e.g. Skeletons) they cannot reach, rather than simply standing there and taking it. Their health now slowly regenerates at the rate of the player’s. They are now immune to all knockback effects.
    • Villagers are now less tolerant of aggressive players. Striking a villager is now worth -2 popularity, killing one is now worth -10, and killing a baby is now worth -15. At -15 points of popularity, all trading will be disabled for that specific village and Guards or Iron Golems will turn hostile to the player. However, high-tier trading is now worth +2 popularity points, curing a zombie villager is now worth +10 popularity points, and killing zombies or other hostile mobs inside village boundaries is now worth +1 popularity points. Popularity points cap at -20/20.
    • Villagers additionally detest those who steal from their chests, and for every naturally-generated item taken from a Villager chest the player will lose +2 reputation. However, a player with at least 10 reputation will be allowed to take what they want from chests. Any item that you cannot take without harming your reputation is marked with a red box; any item you may is normal.
    • The church will reprise against you if you harm them- harming a Cleric or Apothecary incurs double the regular negative popularity points, and killing one automatically turns the Guards and Iron Golems against you.

    AI Changes and Additions


    Credit to Wolftopia for some of these ideas, found in this thread. Used with permission.

    • Villagers are more intelligent when fleeing and prioritize avoiding obstacles. If they cannot simply enter a house and shut the door, they will rush to the nearest Iron Golem or Guard.
    • Villagers will open fence gates like doors, closing them immediately afterward.
    • Villagers will fall if they wish to reach a point, as long as the fall is not long enough to incur damage. If the fall is the only way to reach a point they wish to reach, but will not kill them, they will do so.
    • Villagers no longer randomly grunt as often.
      • When two villagers are socializing, they will grunt normally, symbolizing speech.
      • Illagers continue to make their angry grunts normally, as it sounds like they’re madly cackling to themselves.
    • Villagers may “read”, placing a book (the same one from the Enchantment Table) between their folded arms. Generally, the chance to read is higher for “educated” Villagers (such as Clerics, Printers, Cartographers, and Librarians). Cartographers may read maps instead.
    • Villagers, when willing to mate, will go to an empty house if possible.
    • Villagers have a wider “check” to determine if villagers are in a house they want to enter. Villagers now will want to enter houses that are empty as their first choice.
    • Villagers can sometimes be found “doing their jobs” for short periods of time just as Farmers do. Generally this occurs if they aren’t socializing or reading.
      • Shepherds will sometimes enter their sheep ranches for a period of time.
      • Blacksmiths will go up to their lava “crucibles” and will appear to drop iron ingots in.
      • Fishermen will find the nearest water (usually a well) and will appear to use fishing rods.
    • Villagers detect doors much farther than they did before, though they still try for the closest doors that fit their selection criteria.

    Village Generation Changes


    • At least one bed is now present in every building.
    • All buildings now have some kind of floor, instead of dirt for the smallest huts.
    • All huts now have doors and torches inside, counting as houses.
    • Villages try to generate on flatter surfaces now, instead of cliffs, mountains, or other sharp elevation changes.
    • Villages will skew toward medium-size now, with larger and smaller villages being rarer.
    • The calculation for the “center” of a village is now far less fluid than before and will no longer randomly shift as villagers mill about.

    New Events


    • Once a village has a high enough population to be eligible for Zombie Sieges, and has survived at least one Zombie Siege, an Outlaw Camp may generate outside at a medium distance from the village. If there is no space for this, the camp will not generate (making your villager breeders Illager-safe).
    • This consists of a small group of “tents” made of green wool, and is populated by 4-12 Illagers (depending on the village size)- mostly Vindicators, with some Grenadiers and rarely Illusioners. There will never be Evokers (owing to the fact that the Totem of Undying should stay in the Woodland Mansions).
    • If the outlaw camp is allowed to exist for half a day, they will immediately attack the village and its inhabitants in the manner of a standard Zombie Siege.
    • Once the Illagers are eliminated the outlaw camp may be plundered to the player’s content; it generally includes a chest with some valuables, such as emeralds and axes.
    • At noon, if Clerics and at least one Church exist within a village, all villagers will immediately go to the Church and congregate inside. The Clerics will take out books and proceed to grunt more often, representing them administering a religious service. This will last exactly one minute, after which the villagers will disperse again and resume regular activity.
    • If there is no Church, but there are Clerics, the churchgoers will simply gather at the calculated village center and administer the service there.
    • Harming villagers at a religious service instantaneously turns all Iron Golems and guards hostile against the player until the service ends, and accounts for the usual popularity loss.
    • Attending a church service (staying in a certain radius around the reading clerics while a church service goes on) is worth one popularity point.

    New Professions and Careers


    (career - profession)


    Librarian - Printer

    Description

    The Printer lives in a printer’s shop. He sells various useful books, generally from 5-12 pages long:


    • The Soldier’s Handbook: Includes combat advice and information on various weapons and armor.
    • The Farmer’s Friend: Includes information and advice on growing crops and raising animals.
    • The Evil Outcast: Includes information on the weaknesses of various Illager types, as well as their attacks and appearances.
    • Enchanter’s Monthly: Includes information on enchantment and hints as to various enchantments’ decryption.
    • Your Friend, the Golem: Includes information on building Iron and Snow Golems, their utilities, and their behaviors.
    • Dangers of the Night: Includes information on various hostile mobs and their weaknesses, both well-known and obscure.

    He is far more likely to be reading as an idle activity than any other Villager.


    Guard

    Appearance

    Dark blue robes, shortened (similar to the Vindicator), with white trimming. Small black cap similar to an 18th century infantryman’s shako, pulled down over the head with the visor at the brow.

    Trades

    Musket balls, gunpowder, Guard Cap (high tier), Hiring (high tier).

    Description

    Guards are the sixth career of Villagers. Their job is to guard the village and its inhabitants alongside the Iron Golems. During the day, guards will interact and socialize with villagers normally, and can be traded with. When night falls and villagers enter houses, the guards will begin to patrol similarly to Iron Golems, and will temporarily stop trading.

    If they encounter a hostile mob within 24 blocks, or a Villager is attacked by a hostile mob within village boundaries, they will attack the hostile mob, equipping a Musket and fighting much like a Skeleton. Their tactical role is overall the “ranger” to the Iron Golem’s “tank”; they run quickly, can enter houses, and are ranged, but can’t take as much sheer punishment, and put their own lives over defeating an enemy.

    They will prioritize targets; Zombies breaking down doors or Illagers are high priority, with all other hostiles coming after this. However, they are rather cowardly; if critically injured, they will flee much like other Villagers, and will flee from Creepers at close range. Like all other Villagers, their health regenerates at the same rate as the player’s.

    If a village is critically low on guards, the player may create new guards by giving a Villager of any kind a Musket. This will cause them to change careers after a few seconds and become Guards, at the cost of their old trades. Additionally, wearing a Guard Cap within village boundaries causes all guards to follow you (though not beyond the village).

    While there is no limit as to how many guards you have in a village, building that many Muskets can be quite expensive, and the new guard will always lose their old trades. Note that you must have a popularity of at least 5 to recruit new guards.

    Hiring guards is a high-tier trade represented by a small sprite of a guard, available for around 15 emeralds, and requiring at least 15 popularity within the village. If this is done, the guard will emit happiness particles (similar to completing a trade) and will gain three new buttons on their trading GUI: Follow, Stand, and Wander. Additionally, they will gain a "Hold Fire/Attack" button. Finally, a button for "Kill Players" will become present.

    • Follow is most obvious; the guard will follow you just as unhired ones do when you wear a Guard Cap.
    • Stand mode causes the guard to simply stand still and fire at any enemies in range.
    • Wander mode causes the guard to semi-randomly wander in standard villager fashion and will also cause them to stay inside of a village if within one at the time and not given any other orders, allowing you to “reinforce” one village with excess guards from another nearby one.
    • Hold Fire causes the Guard to not attack an enemy unless the enemy damages them first. Attack (the default option) causes the Guard to attack any enemy in range, as normal. This button is independent of the other orders (so you can have a Guard follow you but not attack enemies, or wander about but attack any nearby enemies, for instance).
    • Kill Players is obvious: while it starts disabled, if enabled the Guard will open fire on any other players aside from the one who hired them in range, treating them like unpopular players in a Village. This enables a player to use Guards as defenders on multiplayer servers. If enabled in a multiplayer server, an option for a "friends list" will open, allowing the player to choose which other players from the scoreboard should be considered "friends" and not attacked.

    Like wolves, guards will teleport to you if they are not in Stand mode, and any hired guard won’t despawn either. The main utility of hiring guards is to allow you to spread them across villages in need of defense, to give you a ranged ally complementing melee wolves, and to allow players with sufficient emeralds to protect themselves from particularly dangerous mobs, such as those in the Nether and the End.


    Apothecary - Priest

    Trades

    Potions of healing, harming, and utility; strength and rarity depends on tier of trade.

    Description

    Apothecaries are a new profession for Priests, besides Clerics. They vend potions, both buying and selling, and can also buy and sell water bottles, empty bottles, and potion ingredients.


    Engineer

    Trades

    Cogs, redstone, clocks, and other redstone appliances, becoming better at higher tiers.

    Description

    Engineers generate in Airship Moors and vend redstone and mechanical appliances. They wear dark orange robes with black aprons in the same fashion as those of the Blacksmiths. Their trades are redstone and mechanical-focused.


    New Mobs


    Grenadier

    Health

    24 (12 hearts)

    Type

    Hostile, Illager

    Description

    These blackguards were once brave village guards, but have since fallen from grace. Decked in black coats with scarlet trim, they very much resemble evil guards (though lacking the signature cap). Their primary attack is to equip Grenades at close range and throw them at the player; their aim is very good, though their ability to lead their throws is somewhat subpar. If they cannot reach the player with a grenade toss, or the player is at long range, they use a Musket much like their former comrades, shooting and reloading. They are present within Woodland Mansions. Notably, if mob griefing is disabled, Grenadier grenades will still deal damage, but will not produce any terrain damage. They may drop Emeralds, Musket Balls (up to 4), and rarely their Musket, at a medium to high durability.


    Colossus

    Health

    125 (62.5 hearts)

    Type

    Hostile, Golem, Illager

    Description

    Illager-created Iron Golems, these monsters defend the uppermost levels of Woodland Mansions and serve as “minibosses” alongside Evokers. While they are very similar to Iron Golems in construction and behavior, they cannot be created by the player, and are universally hostile to the player and villagers, though friendly to Illagers.

    Colossi possess a unique skin; their “unibrow” is turned up and angry, their iron body is a darker, more steel-like color, and instead of vines growing around them they are a stainless, polished color, representing the fact that the Illagers are providing them much better maintenance than the villagers, and the indoor areas they patrol. Their regular maintenance also means that their health is 125 (62.5 hearts!) compared to 100/50 for regular Iron Golems. They drop up to 2 Iron Blocks when they die, and may rarely drop Redstone as well.


    Ace

    Health

    24 (12 hearts)

    Type

    Hostile, Illager

    Description

    Wearing dashing scarlet cloaks and unobtainable black scarfs wrapped around their throats, the Aces are the cream of the Illager troops' crop. Piloting personally-maintained Airships with black-dyed envelopes, the Aces are dispatched from the Woodland Mansions with one mission: terminate the player! Once a player achieves flight with an Airship, Aces will begin to spawn naturally at a rarity similar to Witches, usually around 20 to 25 blocks over the terrain. They additionally spawn outside Woodland Mansions and on the roof, though they never spawn inside with their airship. They only spawn on foot within Woodland Mansions, and even then somewhat rarely, functioning like grenadeless, watered-down Grenadiers.

    They will beeline (well, as fast as an Airship can beeline...) toward players up to 48 blocks away; at 24 blocks they will enter firing range and will open up with a Musket. While their Airship possesses higher durability than a player's, it can be destroyed; they naturally possess the Feather Falling enchantment, however, and may fight on foot if forced to bail out. They may drop Emeralds, Musket Balls, rarely their Musket, and are also a source of coal.


    Skeleton Gunner

    Health

    20 (10 hearts)

    Type

    Hostile, Undead

    Description

    With 1/10 chance of spawning in place of a regular Skeleton, the Skeleton Gunner is a rarer enemy. Its vision range is still only 16 blocks, but its accuracy is impeccable and it still strafes just like a normal Skeleton. However, its worn-out old Musket does only three hearts of damage compared to the normal 7.5. The only other thing of interest about the Skeleton Gunner is its slightly higher chance to spawn with armor. They may drop bones, Musket Balls, and rarely their Musket, which is at very low durability.


    Travelling Merchant

    Health

    20 (10 hearts)

    Type

    Passive, Villager

    Description

    This travelling merchant spawns rarely in the Overworld. Visually similar to a farmer Villager, they wear small chests on their back. Their trading is not affected by popularity with other villages, and they offer a diverse selection of various careers’ trades. They will flee from hostile mobs (though making sure to avoid severe drops, lava, and other threats) and otherwise simply wander around as any other passive mob will.


    New Items


    Cog

    Recipe (x4)

    Top Row: Nothing, Iron, Nothing

    Mid Row: Iron, Nothing, Iron

    Bottom Row: Nothing, Iron, Nothing

    Appearance

    An iron cog. When placed in a line, it will visually show the cogs linked together. If powered, the cogs rotate.

    Description

    A similar method of transmitting power as Redstone, though it does not interact with Redstone (allowing more tightly packed constructions). Cogs do not lose power as they transmit, but can only be placed on walls. They can also be used for crafting purposes. Cogs and Redstone do not transfer power.


    Musket

    Recipe

    Top Row: Nothing, Nothing, Flint and Steel

    Middle Row: Iron, Iron, Iron

    Bottom Row: Plank, Plank, Plank

    Appearance

    An old single-shot gun visually modelled after 16-17th century arquebuses, with a flintlock action.

    Description

    The Musket is a ranged weapon comparable to the Bow. It deals 15 (7.5 hearts) damage per shot. Its ammo state (unloaded or loaded) is displayed in its tooltip. It consumes Musket Balls as ammo. The weapon’s firing procedure takes a few steps:

    • Hold right-click to load the musket, displaying an animation in which it angles downward. The player is reduced to sneaking speed as a bar fills up in the musket’s hotbar slot, taking 3 seconds total. Releasing right-click during this will cancel the reload. When completed, the Musket will use up one Musket Ball and produce a clicking noise.
    • Press right-click to enter “aiming mode”. The player is again reduced to sneaking speed and the musket visually aims in much the same way as the bow. Right-clicking again will exit “aiming mode”.
    • Press left-click while in “aiming mode” to fire. The weapon will produce a gunshot sound (similar to the old Creeper/TNT explosion) and a small cloud of smoke, and will automatically exit “aiming mode” and become unloaded. The bullet will rapidly fly on a near-straight trajectory across approximately 120 blocks, and leaves a thin trail of smoke behind it. It cannot be retrieved when it lands.

    The Musket, when out of “aiming mode”, can be used as a normal item melee weapon. It has a durability of 50 uses, and can be repaired with other Muskets. The Musket may be enchanted as a normal Bow would.


    Musket Ball

    Recipe (x4)

    Top Row: Nothing, Iron Ingot, Nothing

    Middle Row: Nothing, Paper, Nothing

    Bottom Row: Nothing, Gunpowder, Nothing

    Appearance

    A spherical iron bullet.

    Description

    Ammunition for the Musket. It is a generic item otherwise. It cannot be given a special effect, unlike Arrows.


    Grenade

    Recipe (x2)

    Top Row: Nothing, Iron, Nothing

    Middle Row: Iron, Gunpowder, Iron

    Bottom Row: Nothing, Iron, Nothing

    Appearance

    A black spherical hand bomb similar to a stereotypical cartoon explosive.

    Description

    A throwable explosive, the Grenade follows a trajectory similar to that of an Ender Pearl, and also has a cooldown (though longer, at 3 seconds instead of 1) to prevent it from becoming an easier griefing tool than TNT. The fuse is exactly three seconds, starting from when thrown. The Grenade’s explosion radius is as wide as a Creeper’s, and it deals 42 (21 hearts) damage at its epicenter, though its damage falls off to only 2 to 3 hearts at the very edge of the blast. Its physical crater is around 1/2 a Creeper’s explosion, and it cannot start fires. If TNT explosions are disabled, Grenade blasts will deal damage but will not affect the environment.


    Guard Cap

    Recipe

    Cannot be obtained through crafting, must be traded for

    Appearance

    A short black cap similar to an 18th century infantry shako, with a small blue visor. Players wear it in the fashion of a shako, while villagers pull it down over their heads somewhat to level the visor with their brow.

    Description

    The hat worn by villager guards, which may be obtained via a high-level trade with one of them. Wearing it provides only the protection of a leather cap, but any guard within a village will automatically follow you if you wear one, to the extent of the village boundaries. This allows you to “command” them to some extent during a zombie siege or outlaw attack, using them to defend yourself and also to move them to areas under pressure.


    Photograph

    Recipe:

    Cannot be obtained through crafting, emitted by Cameras

    Appearance

    A small slip of paper, similar to a Painting but with an iron frame.

    Description

    A decorative block. It can be held in the hand or applied into a wall as a 1x2 painting. It shows a screenshot of anything that was in front of the Camera when it was taken.


    New and Edited Blocks


    Printing Press

    Recipe:

    Top Row: Wood, ink sac, wood

    Mid Row: Cog, paper, cog

    Bottom Row: Wood, wood, wood

    Appearance

    A small wooden machine similar to the Crafting Table, save for a press assembly on top.

    Description

    The printing press allows mass-production of books. Right-clicking it enables a GUI with three slots on the left and one slot on the right. Placing ink sacs, a written book, and empty books (either Book and Quills or regular Books) allows you to produce as many copies of the written book as you have books and ink sacs for.


    Engine Minecart (replaces Minecart with Furnace)

    Recipe:

    Top Row: Furnace

    Mid Row: Cog

    Bottom Row: Minecart

    Appearance

    The standard Furnace Minecart.

    Description

    Similar to the old Furnace Minecart, the Engine Minecart is a self-propelled minecart. However, instead of simply moving when coal is used, it can be right-clicked to open a GUI; this has a space for coal and the option to move forward, backward, or to stop, as well as move forward or backward at half speed.

    Bugs with the old Furnace Minecart would be resolved, and the power of the engine would be buffed to allow climbing 1-block slopes. Notably, all minecarts can now be linked to the Engine Minecart; sneaking and right-clicking on two different minecarts with a stick “binds” the two minecarts together, as if they were linked by couplers. Sneak-rightclicking on one of these minecarts again will break the link.

    Engine minecarts are primarily obtainable via crafting; however, they may generate within Airship Moor chests.


    Airship

    Recipe:

    Top Row: Paper, Paper, Paper

    Mid Row: Paper, Furnace, Paper

    Bottom Row: Cog, Boat, Cog

    Appearance

    A boat under a rectangular balloon with similar appearance to wool, connected by ropes, with a small three-bladed propellor planted on the back end of the boat. When active, the boat produces smoke particles from the rear, and when moving the propellor spins.

    Description

    Meant as a slower, less durable, and larger, yet more economical aerial transport option than the Elytra, the Airship is somewhat like the 1852 Henri Giffard steam zeppelin in appearance and movement power.

    Able to move at similar speed to a Boat through the air, using the movement keys as well as Control and Space (for descending and ascending respectively), and powered by coal (which may be placed in the vehicle via right-clicking and accessing a Furnace-like GUI), the Airship is a cheap way of transporting one throw the sky, if somewhat slowly and rather vulnerably to ground fire (such as from Skeletons and Grenadiers). However, Airships may only fly at a maximum of altitude 100 (for reference, the highest mountains are 126); this prevents players from simply flying at maximum altitude to prevent from being seen or attacked, and also reflects the fact that this is a primitive steam-driven airship that most certainly can't reach the upper atmosphere.

    If the airship runs out of coal, it will begin to steadily descend at a medium pace; while this is slow enough for the vessel to survive the landing, it will not be able to ascend again until it is fueled. Airships cannot be directed like boats when in water, but still float nonetheless. If destroyed, an Airship will drop as an item, as well as drop any fuel within it at the moment. Airships will always start with a white balloon, but this may be dyed with dyes in the same fashion as a sheep.

    Airships can be destroyed in the same fashion as Minecarts and Boats (dropping as an item), but are resistant to destruction by ranged fire. They have 10 hearts of durability (the same as a player) and if "killed" will dump the occupant and any fuel inside as normal, but will only drop a Furnace, some cogs, and sticks, instead of as an item.

    Notably, Airship-using players will be prioritized by Ghasts in the Nether.


    Redstone Dynamo

    Recipe

    Top Row: Iron, Iron, Iron

    Mid Row: Cog, Redstone, Cog

    Bottom Row: Iron, Iron, Iron

    Appearance

    A metal machine with a small redstone light and cogs.

    Description

    If powered, the Dynamo may transmit power to any cogs or Redstone nearby, and its cogs will spin (as well as the light turning on). Its purpose is to allow the player to “transfer” power from cogs to Redstone and vice versa.


    Camera

    Recipe

    Top Row: Nothing, Iron, Nothing

    Mid Row: Cog, Paper, Cog

    Bottom Row: Stick, Stick, Stick

    Appearance

    An old-style camera on a tripod, identical to the Pocket Edition camera.

    Description

    When right-clicked, the Camera emits a click and takes a screenshot of anything in front of it, emitting a Photograph. The Camera may also respond to redstone signals to do this, meaning that you can take delayed photographs (and as such photograph yourself).



    New Buildings


    Printer’s Shop

    Features

    • Printing press
    • Bookshelves

    Description

    A basic medium-sized workshop with a printing press, bookshelves, and some chests with various books, ink sacs, and feathers. A Printer will always spawn in here if this spawns.


    Lamp Post

    Features

    • Inverted daylight sensor
    • Redstone lamp

    Description

    Replacing the standard torch posts, this edited version features a redstone lamp in place of the black wool, and also has an inverted daylight sensor sitting on top. When night falls it will automatically turn on.


    Airship Moor

    Features

    • Roof-mounted landing pad for airships
    • Random airship parts in chests
    • Redstone lighting system

    Description

    A new building containing Engineers, the Airship Moor is the hot place in town to dock your airship- or to trade for mechanical parts. Chests here may contain various redstone and mechanical pieces, as well as Minecarts of various kinds and tracks on occasion.


    Nether Garrison

    Features

    • Nether Wart farms
    • Sleeping quarters
    • Armory
    • Nether portal (disabled)

    Description

    Constructed by the Illagers as part of their evil schemes, Nether Portals leading to a Nether Garrison are present in the upper levels of Woodland Mansions. These small cobblestone buildings serve as outposts where the Illagers execute their plans and also grow Nether Wart in long racks.

    While the Nether Portal inside the central room of the outpost is turned off, if reactivated it can be a handy method of escaping the Nether (though it won’t put you back in the woodland mansion!). The Nether Garrison is swarming with Illagers, however- and most of them will be Grenadiers, with the odd Vindicator here or there.

    Nether Garrisons may also be found in the Nether without needing a portal, but they are quite rare; even rarer is “abandoned” Garrisons where chunks have been blown out of the cobblestone walls and the base lies in ruins.


    FAQ


    “Why would X be in Minecraft? It doesn’t seem to fit the medieval feel.”

    Well, considering that Minecraft has mechanical clocks, solar panels (and darkness sensors), pressure plates, blue jeans on Steve, modern-day dog collars, cameras (at least in Pocket Edition), Minecraft’s theme tends to fly all over the place. While I agree that that’s no justification for sports cars and smartphones to pop up, that doesn’t mean that Minecraft is unable to have any sort of relatively advanced item, as long as it fits the feel of an adventurous, wild world in the style of days past.

    Taking the Musket as an example: while a gun of any might not seem like an item that would fit into Minecraft’s strongholds and villages, the first arquebuses (what the Musket is based off of) appeared in 1475, very much still in the era of fully-armored knights, castles, and horses. (Funny note: “bullet-proof” comes from when armor makers of this time would shoot a pistol at their chestplates from a distance to prove it could block a bullet and save a life.)


    “Villagers are stupid and couldn’t do X, so why include it?”

    That’s where you’d be wrong! Even if we take the villagers of Minecraft at their current, idiotic state, they can already do quite a bit- forge armor, tools, and weapons, farm, build cobblestone-and-wood villages with tall churches and large houses as well as procure iron and emeralds, and are magically versed enough to create Iron Golems. And don’t even get me started on the enormous, sprawling Woodland Mansions that the Illagers have constructed, nor their statues and Totems of Undying. While they might still be slightly scatterbrained and not all that proactive, they’re certainly not stupid. Even still, I’ve carefully tuned the ideas so that nothing seems like something the Villagers would be too primitive to do.


    “Why use X when end-game item Y is better?”

    More variety isn’t always a bad thing, and often item X has a situational role that makes it superior to Y there, or is more economical to use than Y.

    Let’s take Airships and Muskets as an example:

    • Airships are cheaper and more economical than Elytra, but are much larger, slower, more fragile, and expend coal to travel.
    • Muskets are more expensive yet more powerful and easier to use than Bows, but they lack the indirect-fire ability of Bows, and are also twice to three times as slow to prepare and fire again, making Bows superior at close range.

    “X, Y, and Z seem way too complicated for Minecraft. Isn’t this a simple game?”

    Well, I could go on for hours about how multiple tool and armor tiers, the hunger system, clouds, villages entirely, health and hostile mobs, and all PvP are unnecessary for a sandbox block game, but you would likely get the point before the third example.

    Variety and complexity is not a bad thing. There’s already plenty of it in Minecraft. Rest assured, nothing here is so insanely complex that your head would spin if you opened up the item tabs in Creative mode.


    Thank you for taking the time out of your day to read this suggestion. Whether you liked it or didn’t like it, please feel free to explain why and also to discuss it and/or provide constructive criticism or suggestions in the thread. Have a good day!


    Changelog


    V1.2 (10/1/17): Added Ghasts targeting airships and new orders for Guards.

    V1.1 (9/25/17): Added warning red boxes on items you would otherwise accidentally steal from chests, airship balloon dying, Aces, +25 health to Colossi, edited most hostile mobs with Muskets to drop musket balls and sometimes their weaponry, and added an altitude limit to Airships.

    V1.0 (9/24/17): Initial creation

    Posted in: Suggestions
  • 1

    posted a message on The bee
    Quote from VirtualCrafter»

    Isn't this to complicated for MineCraft?


    No support


    Other than that it's a "creative" idea.It would be nice for a mod


    Complication is not necessarily bad.

    After all, we really don't need flowers, five tiers of tools and armor, the existence of Villages, dungeons, hostile mobs whatsoever, alternate dimensions, a day/night cycle, or a combat system in order to have a basic block sandbox game. But without all of those, Minecraft would be a lot less fun.
    Posted in: Suggestions
  • 1

    posted a message on The Civilized Update: Better villages, better AI, and plenty of new blocks, structures, and items!
    Quote from AMPPL50»

    The only issues I'm seeing is that Airships can easily be OP, as they allow the player to outright avoid mobs. However, that could be avoided by adding some sort of airborne Overworld high-altitude mob that, if possible, only spawns after the Player actually achieves flight, either with Airships or Elytra, possibly even having separate mobs for both. Added one- introducing the Ace in post version 1.1! Additionally, Airships can no longer fly above altitude 100, preventing sneaky players from using them as undetectable travel methods.

    Grenades shouldn't be able to break terrain, as they're also used by mobs, and would also make them useless as combat weapons due to their inability to be used close to buildings without potentially damaging them. If TNT explosions are turned off, grenades will only deal damage and not terrain damage. The same is true for Grenadier grenades; if mob griefing or TNT explosions are off, they'll just deal entity and not physical damage. Even so, grenades have a Creeper-sized blast radius but only around 2-3 blocks wide/1 block deep physical craters, and cannot start fires.

    Muskets should be able to be enchanted. Good idea! They could also be able to be upgraded at the Anvil, as their mechanics would translate well into some sort of repeating weapon, making it a potential upgrade for it. This would also give it the unique trait of being customizable to a greater extent than just enchanting them, such as being able to spec it into a fast-reloading carbine or a wall gun that needs a tripod (Which would be similar to that of Cameras) to fire. That sounds really fun, but it'd be hard to balance. I'm working hard on finding a way to "upgrade" a Musket; thinking of combining it with Cogs at an anvil to create some sort of faster-firing but weaker carbine. Finally, muskets shouldn't misfire when used while raining, as that would be too random to act as a real balancing factor. You're right- random rain making your gun less useful is realistic, but unfun. I was debating making a "noise" mechanic to compensate, but then that'd demand feature creep from any explosive item.

    Mobs should have listed drops where applicable:

    • Skeleton Gunners could drop 0-2 Musket Balls and the same amount of bones, have a 33% chance to drop Flint, and would rarely drop a Musket that may be enchanted.
    • Grenadiers could drop 0-2 Grenades, 1-4 Musket Balls (Illagers have more health than most normal mobs, so this is to compensate for how they need to take more shots by making them drop more ammo), 0-1 Emeralds (Just like all other Illagers do), and rarely they'd drop their muskets.
    • Colossi could drop 1-2 Iron Blocks, as they only spawn in Woodland Mansions, and don't respawn. Added to all of these!

    Village chests should have a marker indicating which items cannot be taken by the Player. A simple way to do this would be to make the naturally-generated items be marked by red slots. Added!



    Responses in bold.
    Thanks for the suggestions and criticism. It's much appreciated!

    Posted in: Suggestions
  • 1

    posted a message on Ocean Improvements Part 2/3: Sea Content (Updated)

    I think that Whalers should have white coats with blue trimming, and little naval caps. They should have a unique waterside building (and by extension would only really appear in "ports", or waterside villages) which would be a small to medium-sized ship with various fishing rods and whale oil buckets in chests.

    Posted in: Suggestions
  • 1

    posted a message on Having guns like a revolver and a western shotgun

    While the OP was a rather malformed suggestion, Steve does has the capability to build black powder weapons with what items there are currently.


    Given that Minecraft doesn't really adhere to a technological standpoint- its low-tech and high-tech items are 700 years apart- the argument that guns "wouldn't fit" really falls flat.


    I would think that an ARK: Survival Evolved style trifecta of Gunpowder-based arms could work out though:


    Pistols could rapidly load six bullets and then shoot them off, being 1840s-esque cap-n-ball revolvers. They'd be inaccurate but relatively quickly firing.


    Rifles could be like Civil War era Springfields, being basically muskets with barrel grooves and conical bullets. They'd take 3 or so seconds to reload but'd be highly damaging and accurate.


    Blunderbusses could shoot a pellet spread of multiple tiny bullets that do very little damage each and are inaccurate. The whole spread could be an instant-kill on players and mobs at point blank, but'd be worthless after around 10 blocks. They'd obviously be based off of old smoothbore shotguns.


    Of course, stupid things like assault rifles and whatnot would have absolutely no place in Minecraft (from both a thematic- it's just so jarring to see a modern weapon like that amidst golems and wood/cobble villages, and gameplay- it'd be the end-all annihilator). Even then, one singular, upgradable weapon can still be better than three separate ones.

    Posted in: Suggestions
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