I don't know what to say here, so I won't say anything, except I thought about these from a month ago to now.
1. Teleport stone and reciever
= 4 teleport stones
= Some kind of alchemic mixture.
Teleport stones are one time use ways to travel back to a location. The alchemic mixture will have to be slightly difficult to make, so the teleport stones won't be used as a "Coward's way out". Now for the receiver.
= Teleport receiver
= Again, some kind of alchemic mixture.
= Empty
Receivers are a floating, passive entity that is obviously where you return upon using a teleport stone. You can only have one on a field at a time, and destroying them does not let you reuse them similar to the furnace. This prevents you carrying them around to avoid a fight.
2. In the spirit of the new lighting idea...
Why not have multiple color torches? This could be fun for both Creative and Survival. In Creative, these could be dance-lights, for fancy-looking dark structures, etc. etc. In Survival, pretty much the same. But of course, why not have a formula.
Stick + Coal = 4 bright orange (regular) torches
Stick + Coal + Gunpowder/Sulfur/What ever it is (tm) = 4 yellow torches
Stick + Coal + Salt = 4 green torches (see below for salt)
Stick + Coal + Iron (normally it'd be copper but we don't have that for now) = 4 blue torches
Another strange idea is placing two of these near each other to make even more odd colors, e.g. red + blue = purple light.
3. Bigger emphasis on cooking
All you have to do to stay alive is kill a pig and toss his remains into a furnace and be careful not to hold the meat while opening it, at the moment. Another plan to put a bigger emphasis on cooking your food.
To get salt, you will need a metal bucket or bowl (wood would burn of course).
[iron] [iron]
[iron] [iron]
[iron] [iron] [iron]
[iron] = Iron ingot
= Empty space
After getting the bowl, you put it in the furnace (or more likely over a fire), and you extract 3 piles of salt with a bowl, or 6 with a bucket. You can also use a pile of salt for a torch (above) to make pretty fire.
Prepared meat is crafted. Prepared meat is covered in salt, and has sauce. You get sauce from cooking hay (only logical thing I could come up with), eat give 1 bowl of sauce. Formula for prepared meat:
= Prepared meat
= Sauce
= Salted meat
3. Idea for Animal Mob behavior
Yes, they are pretty smart already, doing their best to avoid pits and liquids and all that. But, they could act more natural and take more tactics to hunt them down.
Pigs wander around like they do now, exploring and what-not. But, in medium and above, when they hear, feel, or see danger, they move slightly faster and try to avoid you. Sometimes they choose to be brave and shove you (on medium mode, this could do 0.5 heart damage, on hard it does 1).
Sheep stay in herdes, and like they did before, look down and eat grass, and slowly moving to more tiles. They do not mind being shaved, but if you continue to attack them, they all run, every sheep for themselves. Unlike pigs they do not try to shove. Sheep will eventually calm down and start eating again as if you never tried to attack some of them. They will freak out if they are near an arrow.
Also, for other enemies. During the night, they may try to chase the other mobs and eat them, which heals and lets them live longer. Spiders will do this to mobs during the day as well, something you may exhibit right after morning.
4. Ranching
To start out, you build a fence. Then you have to get a leash.
= Cloth
= 5 string
To gain an animal's domestic trust, you must feed it hay. It will then let you leash it, and you can walk it all the way to the pen. As long as you feed it and it has a fairly large pen, it will continue to live. The mobs may breed to create more. Babies are present for 10-20 days, after which they become regular sized. Babies have higher pitched calls, always follow their detected mother, and tend to eat more. They also flee no matter what. Baby sheep never grow cloth, either. The animals, even if they are a sheep, will try to attack you if you harm the child.
5. Dye idea
You obviously get the dyes from rocks or floral life. To get dye, you first use a bucket to obtain water.
= Bucket
= Empty space
You then put the rose inside the water via crafting, and then boil it inside a furnace. Out comes red water, aka Dye. Here is the craft formula.
= Empty space
= Flower
= Water
Now for the equations.
Red Dye + White Cloth = Dark Pink Cloth
Red Dye + Gray Cloth = Orange Cloth
Red Dye + Black Cloth = Red Cloth
Yellow Dye + White Cloth = Yellow Cloth
Yellow Dye + Gray Cloth = Lime Cloth
Yellow Dye + Black Cloth = Green Cloth
We'll probably need more plants in the future for the rest, but this is the rough idea.
6. Special armor/equipment/etc.
A pair of armor! This will surely protect me from mobs...how dull. Why not take a bucket, take some lava, craft it with water to make it into obsidian, and make a fresh pair of armor with that? But what would happen? Fire-retardant armor of course! This would let you swim inside lava, and be immune to fire. Although it does not heavily protect you from mobs. You get the idea, they let you do special stuff. Hey, maybe even you can work as a team to get tasks done with special equipment. So let's begin.
FIRE-RETARDANT ARMOR
Armor that makes you immune to fire and lets you swim in lava. It does not help nerf the damage. They extremely slowly break-down when submerged in lava or touching fire.
RUNNER'S BOOTS
= Runner's boots
= Leather block, perhaps made from a cow mob or sheep or something among those lines.
These let you run fast, but again do not actually armor you. Very slowly these break down.
These let you breathe much longer underwater. If you get hit, these will break-down.
IMPACTER BOOTS
= Leather block
Takes a larger fall to gain fall damage, and reduces damage by 25%. These break-down every fall, but very slowly.
RICOCHET ARMOR
[iron]
[iron] [iron]
= Leather
Arrows do only 1/2 damage and bounce off, potentially hitting another target. They still break-down from damage.
These are just examples, one of which Notch said himself he liked the idea of.
7. Torch changes
1. Make the torch-head black and have it emit the particles more. It has fire on it even when it doesn't glow.
2. Holding it makes you a walking light source. Better cave exploring, better grue finding.
3. It plays a fire noise to let you know if it is nearby.
---------
And so on, and so forth. I have more ideas, but I think most of them are pretty stupid and this post doesn't need any more things on it. Feedback and other new quirks for these are appreciated.
Maybe teleporters should be more like Stargates? You only get 1, like a workbench, but you press E on it and you get a menu that lets you name it and also type in the name of another teleporter.
You should probably also have to place something within the teleporter to use it, like placing coal in a furnace. Maybe the teleporter could have a timed use as long as the resource doesn't deplete, like a furnace, or perhaps one resource is used for every person that passes through.
The teleporter would do something like create still water blocks above it, that when you walk into, teleport you. Kinda like The Archives teleporter blocks.
Also, how did you get green blocks from yellow and grey? You do know that combining yellow and blue makes green right?
@Rubs10: I think teleporters can toss the idea of "you only get 1" if its complex enough.
I like your ideas! Especially the ones that allow domestication of animals, adds more to farming.
Also for your torch idea, gunpowder should make a bright red light. Now people can make their castles give off a certain vibe in the night! A red torch or green torch lighting would be nice for atmosphere.
As for salt, making buckets and heating might be tedious for some people. Prehaps, a person would be able to obtain salt if he dug a hole just 1 block deep, and allowed water to flow in, then block off the water at its source. In the presence of the light after 2-3 night cycles, water would disappear into salt.
1. Teleport stone and reciever
= 4 teleport stones
= Some kind of alchemic mixture.
Teleport stones are one time use ways to travel back to a location. The alchemic mixture will have to be slightly difficult to make, so the teleport stones won't be used as a "Coward's way out". Now for the receiver.
= Teleport receiver
= Again, some kind of alchemic mixture.
= Empty
Receivers are a floating, passive entity that is obviously where you return upon using a teleport stone. You can only have one on a field at a time, and destroying them does not let you reuse them similar to the furnace. This prevents you carrying them around to avoid a fight.
2. In the spirit of the new lighting idea...
Why not have multiple color torches? This could be fun for both Creative and Survival. In Creative, these could be dance-lights, for fancy-looking dark structures, etc. etc. In Survival, pretty much the same. But of course, why not have a formula.
Stick + Coal = 4 bright orange (regular) torches
Stick + Coal + Gunpowder/Sulfur/What ever it is (tm) = 4 yellow torches
Stick + Coal + Salt = 4 green torches (see below for salt)
Stick + Coal + Iron (normally it'd be copper but we don't have that for now) = 4 blue torches
Another strange idea is placing two of these near each other to make even more odd colors, e.g. red + blue = purple light.
3. Bigger emphasis on cooking
All you have to do to stay alive is kill a pig and toss his remains into a furnace and be careful not to hold the meat while opening it, at the moment. Another plan to put a bigger emphasis on cooking your food.
Raw meat = 1/2 heart
Fresh-out-of-the-furnace meat = 2 hearts
Salted meat = 3.5 hearts
Prepared meat = 5 hearts
To get salt, you will need a metal bucket or bowl (wood would burn of course).
[iron] [iron]
[iron] [iron]
[iron] [iron] [iron]
[iron] = Iron ingot
= Empty space
After getting the bowl, you put it in the furnace (or more likely over a fire), and you extract 3 piles of salt with a bowl, or 6 with a bucket. You can also use a pile of salt for a torch (above) to make pretty fire.
Prepared meat is crafted. Prepared meat is covered in salt, and has sauce. You get sauce from cooking hay (only logical thing I could come up with), eat give 1 bowl of sauce. Formula for prepared meat:
= Prepared meat
= Sauce
= Salted meat
3. Idea for Animal Mob behavior
Yes, they are pretty smart already, doing their best to avoid pits and liquids and all that. But, they could act more natural and take more tactics to hunt them down.
Pigs wander around like they do now, exploring and what-not. But, in medium and above, when they hear, feel, or see danger, they move slightly faster and try to avoid you. Sometimes they choose to be brave and shove you (on medium mode, this could do 0.5 heart damage, on hard it does 1).
Sheep stay in herdes, and like they did before, look down and eat grass, and slowly moving to more tiles. They do not mind being shaved, but if you continue to attack them, they all run, every sheep for themselves. Unlike pigs they do not try to shove. Sheep will eventually calm down and start eating again as if you never tried to attack some of them. They will freak out if they are near an arrow.
Also, for other enemies. During the night, they may try to chase the other mobs and eat them, which heals and lets them live longer. Spiders will do this to mobs during the day as well, something you may exhibit right after morning.
4. Ranching
To start out, you build a fence. Then you have to get a leash.
= Cloth
= 5 string
To gain an animal's domestic trust, you must feed it hay. It will then let you leash it, and you can walk it all the way to the pen. As long as you feed it and it has a fairly large pen, it will continue to live. The mobs may breed to create more. Babies are present for 10-20 days, after which they become regular sized. Babies have higher pitched calls, always follow their detected mother, and tend to eat more. They also flee no matter what. Baby sheep never grow cloth, either. The animals, even if they are a sheep, will try to attack you if you harm the child.
5. Dye idea
You obviously get the dyes from rocks or floral life. To get dye, you first use a bucket to obtain water.
= Bucket
= Empty space
You then put the rose inside the water via crafting, and then boil it inside a furnace. Out comes red water, aka Dye. Here is the craft formula.
= Empty space
= Flower
= Water
Now for the equations.
Red Dye + White Cloth = Dark Pink Cloth
Red Dye + Gray Cloth = Orange Cloth
Red Dye + Black Cloth = Red Cloth
Yellow Dye + White Cloth = Yellow Cloth
Yellow Dye + Gray Cloth = Lime Cloth
Yellow Dye + Black Cloth = Green Cloth
We'll probably need more plants in the future for the rest, but this is the rough idea.
6. Special armor/equipment/etc.
A pair of armor! This will surely protect me from mobs...how dull. Why not take a bucket, take some lava, craft it with water to make it into obsidian, and make a fresh pair of armor with that? But what would happen? Fire-retardant armor of course! This would let you swim inside lava, and be immune to fire. Although it does not heavily protect you from mobs. You get the idea, they let you do special stuff. Hey, maybe even you can work as a team to get tasks done with special equipment. So let's begin.
FIRE-RETARDANT ARMOR
Armor that makes you immune to fire and lets you swim in lava. It does not help nerf the damage. They extremely slowly break-down when submerged in lava or touching fire.
RUNNER'S BOOTS
= Runner's boots
= Leather block, perhaps made from a cow mob or sheep or something among those lines.
These let you run fast, but again do not actually armor you. Very slowly these break down.
AQUATIC HELM
[iron] [iron] [iron]
[iron] [gold] [iron]
[iron] [iron]
[iron] = Iron ingot
[gold] = Glass
These let you breathe much longer underwater. If you get hit, these will break-down.
IMPACTER BOOTS
= Leather block
Takes a larger fall to gain fall damage, and reduces damage by 25%. These break-down every fall, but very slowly.
RICOCHET ARMOR
[iron]
[iron] [iron]
= Leather
Arrows do only 1/2 damage and bounce off, potentially hitting another target. They still break-down from damage.
These are just examples, one of which Notch said himself he liked the idea of.
7. Torch changes
1. Make the torch-head black and have it emit the particles more. It has fire on it even when it doesn't glow.
2. Holding it makes you a walking light source. Better cave exploring, better grue finding.
3. It plays a fire noise to let you know if it is nearby.
---------
And so on, and so forth. I have more ideas, but I think most of them are pretty stupid and this post doesn't need any more things on it. Feedback and other new quirks for these are appreciated.
Well, some kind of magic doohikie would be a better word for it.
You should probably also have to place something within the teleporter to use it, like placing coal in a furnace. Maybe the teleporter could have a timed use as long as the resource doesn't deplete, like a furnace, or perhaps one resource is used for every person that passes through.
The teleporter would do something like create still water blocks above it, that when you walk into, teleport you. Kinda like The Archives teleporter blocks.
Also, how did you get green blocks from yellow and grey? You do know that combining yellow and blue makes green right?
I like your ideas! Especially the ones that allow domestication of animals, adds more to farming.
Also for your torch idea, gunpowder should make a bright red light. Now people can make their castles give off a certain vibe in the night! A red torch or green torch lighting would be nice for atmosphere.
As for salt, making buckets and heating might be tedious for some people. Prehaps, a person would be able to obtain salt if he dug a hole just 1 block deep, and allowed water to flow in, then block off the water at its source. In the presence of the light after 2-3 night cycles, water would disappear into salt.