See kids, this here is proof that even the worst of ideas- the "ender creeper"- can be an amazing and interesting piece of gameplay when a smart person puts their spin on it.
I know you're probably swamped by requests, but if you ever get the time, could you consider this?
I'd like a mod implementing some kind of musket into 1.12 (any version of it works fine for me). The musket from Balkon's Weapons 1.7.10 is a perfect example of how it would work (though a bit more damage would be nice). If at all possible, including militiaman villagers (i.e. blue-wearing Villagers with short (vindicator-style) robes that work like most villagers but shoot at any nearby hostile mobs via a musket, and which vend bullets, gunpowder, etc.) would be awesome.
As much as I hate to say such a thing, this just doesn't fit for Minecraft.
Minecraft may be a weird game (especially when its low and high tech are 700 years apart)- but generally there is at least a basic explanation available for why something is there. For instance, a lot of the complicated systems you can build are because of Redstone being a magical do-it-all power-conveying substance, or TNT being constructable owing to the fact that gunpowder is naturally available.
But when there's no explanation to nuclear power, it strains that already frail system to the breaking point. Case in point: Steve has no justification for being able to build nuclear reactors. This isn't some weird "Blutonium" substance that's safe to handle but powerful, it's bona fide uranium and actual reactors. Building those with iron and placing them in your house is just beyond any suspension of belief.
The main issue with this suggestion though is its balance. I will offer up some points on this:
To be short, I give no support to this. It makes no sense and is absolutely ridden with crippling design issues.
I'd recommend scrapping this form of the idea and remaking it. Perhaps some kind of Redstone Heart that powers nearby things really well, but must be immersed in water or else it'll overheat and blow itself up in a tiny explosion?
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.
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.
For a while, I've thought Minecraft needs a ghost mob, we have several undead mobs at this point, so I'm thinking its about time that we have a spooky specter of some sort, enter the fallen.
Fallen are mobs baring a transparent steve skin with glowing white eyes like a certain Minecraft superstition we know.
They hold an iron sword in one hand and a shield in the other, they make ghostly, childlike moans, and can see you through any blocks. There attacking pattern revolves around charging in like a zombie, and then taking half the amount of steps back while holding up their shield, and they usually attempt to find an attacking position behind you.
They are undead mobs meaning they can be harmed by the status effect healing, and healed by the status effect harming and are unaffected by regeneration and poison, they also burn in daylight. They are hostile, do 3 damage (without a sword), and have 20 health. They spawn in any biome a zombie or skeleton typically can (in darkness). They drop after death, cursed souls, iron nuggets, and rarely, a used sword or shield.
Cursed souls are the main items dropped by fallen, and have the appearance of an odd, white orb, with a sad looking face on it. When eight cursed souls surround a sand block/dirt block in a crafting table, a soul sand block will be crafted (soul sand crafting use suggested by Cerroz). Cursed souls can also be used as fuel for a cleansing table. when consumed, cursed souls restore a half heart of hunger, and give the nausea affect.
The cleansing table is crafted with, three quartz slabs in the middle, three obsidian blocks in the bottom, and a gold ingot on the top middle. The cleansing table is used to remove enchantments and is fueled by cursed souls just as an enchantment table is by lapis lazuli.
So that's the fallen, thoughts? (All of this is just an idea)
Goal: Make the building and creating more fun and more intuitive by allowing for less tedious block placement and protection for your creations.
Are you tired of difficulties placing pistons, dispensers, droppers, glazed terracotta or other things? Well, that is where the wrench comes into play. You craft a wrench like this, with the iron representing the material you are using:
(You can craft it facing the opposite direction or over one tile, just like you can with other tools.)
Right-clicking on the side of a block with a wrench rotates it horizontally and uses 1 durability of the wrench. Right-clicking the top or bottom of a block with a wrench rotates it vertically and uses 1 durability of the wrench. If it cannot be rotated that way, nothing happens. Only stone wrenches can rotate blocks that require a stone pickaxe to mine, only iron wrenches can rotate blocks that require iron pickaxes to mine, etc. Also note that wrenches do not work on doors.
❯ Wooden Wrench- 60 Uses
❯ Stone Wrench- 132 Uses
❯ Iron Wrench- 251 Uses
❯ Gold Wrench- 33 Uses
❯ Diamond Wrench- 1562
Note that each wrench has the same durability as each hoe.
The wrench is not a weapon, so it only does half a heart of damage.
Haven't you ever wished people had to figure out the lever combination for your door instead of just being able to mine straight through it? Don't you wish there was a balanced form of grief protection already in vanilla? Well, that is where the hammer comes into play. You craft a hammer like this, with the iron representing the material you are using:
Hammers can be used for two different purposes, their first being to secure blocks. To do this, right-click on a block with a hammer. The block you right-clicked is now secured*, meaning that neither you nor other players can break it. The block is still affected by explosions, water, and fire, but players can no longer mine the block.
If a diamond hammer was used and you weren't sneaking, the blocks bordering that block are also now secured. If an iron hammer was used and you weren't sneaking, the block to the right of the block is also now secured. Note that you cannot secure a block that is already secured. Also note that you would have to wait for the cooldown (unless you are in Creative Mode) to finish before you would be able to secure blocks, unlike how you don't have to wait for a pickaxe or axe's cooldown to finish before you start mining.
* This does not apply to bedrock, obsidian, dirt, sand, red sand, podzol, mycelium, soul sand, concrete powder, coarse dirt, and gravel.
This functionality can be of course disabled via /gamerule allowBlockSecuring false. You don't have to have cheats enabled to use this command as long as you are the host.
So, what else can the hammer do? Well, the hammer can be used as a special weapon. It does just as much damage as the axe, with a slightly longer cooldown. It does not have the shield block attack, but instead has a pounding attack, which is activated whenever you left-click the ground when there are players or mobs in a 3 block radius of you. It deals knockback equivalent to the Knockback I enchantment to all players and mobs in the 3 block radius, pushing them all away from you. The little explosion animation is played, but no blocks are destroyed. Using this attack doubles the next tool cooldown time afterwards so that you can't repeat this attack at an unfairly high speed. Warning: Using this attack in an area smaller than a 4x4 will do an extreme amount of damage instead of just knockback, and will kill the player executing the attack if the area is 1x1 or the player is standing in a corner.
You might be wondering: Is there a way to remove secured blocks without using TNT, since TNT is disabled on some servers and worlds? Well, yes, there is. Using the pounding attack on secured blocks makes them normal again. This will actually unsecure all blocks in a 3 block radius (7x7 area) of the block pounded on. Of course, there will be a twice-as-long cooldown after this.
❯ Wooden Hammer- 70 Uses
❯ Stone Hammer- 148 Uses
❯ Iron Hammer- 271 Uses
❯ Gold Hammer- 53 Uses
❯ Diamond Hammer- 1590
Note that each hammer does the same amount of damage as each axe.
To summarize, the wrench is used to rotate blocks so that placing directional blocks isn't as cumbersome, and the hammer is used both as a new weapon and as a method of protecting your builds. The wrench would make the lives of builders easier and would allow for really unique puzzles. The hammer, on the other hand, would add more variety to combat and add a balanced form of grief protection. These tools together would improve the lives of builders and redstoners.
Please tell me what you think and how I can improve this suggestion. Also let me know if something doesn't seem balanced to you or if you think something should change.
If you support this suggestion, you can use this fancy thing to show your support:
<a href="http://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2873777-new-items-wrenches-and-hammers"><img src="https://s17.postimg.org/w11ir0y7z/I_Support_Hammers_Wrenches.png" width="564" height="200" /></a>
Simply copy-and-paste that into your signature, and you will have this:
Shovels can be used to dig dirt sand or gravel and right click creates paths while hoes can be used to till dirt or grass to allow for the planting of seeds.
Which brings me to a potential new tool to add: Scythes.
Unlike the hoe this tool would be for harvesting fully grown crops.
-Right clicking a fully grown crop would collect the crop in question plus any potential bonus seeds
-Using the Scythe on a crop would not not break the crop but would instead reset it back to an earlier stage.
-Holding right click to charge the Scythe could allow for harvesting up to a 3x3 area (costing 9 durability) with a single action.
For argument's sake:
Hoes are a tool used for tilling and weeding. Realistically one would not go to their garden and harvest the crops with a hoe because this simply does not work...
A sickle/scythe would be used for harvesting crops like wheat or other grass based crops, hence why a scythe would be needed for this purpose.
Unlike the hoe however, a scythe could double as a damaging weapon with better AOE properties, higher damage than a shovel pick or hoe but lower damage than a sword with slightly more range and better AOE than a sword.
Possible crafting recipies:
-quality of life = harvest crops without having to spend time replanting.
-are there any...?
The original idea was to continue Balkon's Weapon Mod in 1.8, but by now, the plans for Reforged have become much more ambitious. We want to include a whole bunch of weapons, some of them with unique mechanics and all with their roles and uses in the game.
Our weapons are divided into three "ages", which correlate with the stages of the game:
Primitive weapons are alternatives for the early game and especially helpful for hunting animals and defending yourself without getting too much damage. Most of these come only in one version and require very simple materials.
Medieval weapons play in the same league as swords and bows. They include brutal close combat weapons and ranged weapons with far longer range than their primitive counterparts. Most of the close combat weapons can be crafted from different materials and are capable of hacking through larger groups of enemies, while the ranged weapons do a good job of eliminating enemies before they even reach you.
Gunpowder weapons show their full potential in late game, when resources are plenty and especially against other players. They are capable of wreaking havoc, breaking through armour and even walls. They can be used to decimate large groups of enemies with ease and lay siege to fortresses and cities. Some of these require multiple crafting recipes and not all gunpowder weapons are easy to use.
Reforged Cross and Grave:
Reforged Cross and Grave (discontinued for now, may be continued later on):
Source & License
For now, all important information will first be updated on Github (the 2 addons are here and here).
Q: May I use your mod in my modpack?
A: Knock yourself out! Of course! Just show that the mod is included in your modpack, when you publish it. Everything else is included in the License files in the GitHub repos.
Q: May I copy parts of your code?
A: Ask me first! If I say yes, then you may do it, but if I say no, you mustn't do it.
Q: Why are there so little updates?
A: I do this in my free time, because I'm going to work. I don't have much time for this
Q: I found a bug, what should I do?
A: Report it on GitHub in the issues-section of the corresponding mod. Thanks for reporting
Q: I don't like the new textures. Where are Balkon's ones?
A: If you don't like them, I created a resource pack with the old textures, download it here: Download
A strange thing Minecraft has is the fact that Gunpowder, of all items, has few combat uses, in spite of being not only dropped by the game's mascot and being the substance that changed warfare IRL.
Usually, the most common way to give Gunpowder at least one practical combat use is to suggest guns, but, obviously enough, that is a REALLY polaryzing topic. However, there's one potentially-weaponizable usage that, in fact, already exist in-game: Rockets.
While firework rockets already deal damage (Which simplifies this addition), they're of limited combat use due to the fact that they cannot be effectively fired, as they only go upwards, so they're practically only a threat to Ghasts.
The solution is just plain embarassingly simple and cheap:
Rockets on a Stick.
They're crafted in a recipe similar to that of shovels, except that instead of the material used to make shovels is replaced by a Firework Rocket.
= (Sprite by C1ff). Small version of the sprite (Also by C1ff):
The Firework Star(s) used is preserved, and will deal the same damage as a normal rocket. However, there's a few important changes in relation to normal rockets:
-Rockets on Sticks are fired in the direction the Player is looking at, similarly to Eggs and Snowballs, with a 1-second delay between each rocket, and a 15-degree spread. They still explode once they run out of fuel according to the amount of gunpowder used to make the Firework Rocket in the recipe, and on impact with blocks or mobs.
-Rockets on Sticks have a slight arcing effect. It's not as pronounced as that of Arrows.
Meanwhile, they have their explosion (This means that they can't destroy blocks) and firework effects in common, along with the same damage and the ability to be fired from Dispensers, althrough Rockets on Sticks are more similar to Arrows in that regard, as they're fired in the direction of the Dispenser. Another difference is that Rockets on Sticks can set off TNT.
Finally, they can be made with "composite rockets", which are rockets crafted with up to 3 Firework Rockets:
Multi-Stage Firework Rocket:
These composite rockets explode each "stage" in sucession once they run out of fuel duration. this allows rockets to reach pretty long distances, or, if used on Sticks, can hit several mobs in sucession. A good Firework Star combination can allow for spectacular results.
These rockets cause all 3 rockets to be spawned at once. If used to make Rockets on Sticks, they have more spread than other rockets. Pretty good against crowds.
8-15-2017: Made Rockets on Sticks able to activate TNT.
8-16-2017: Added Rocket on a Stick sprite by C1ff.
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 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).
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.
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.
- Crafted in the crafting table:
- Throwable item (splash like).
- Unstackable (like potions).
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).
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):
- 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).
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).
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.
Smoke bag would be useful like deffensive item, for escape from hordes of monsters or others players.