Introduction
I'm always on the lookout for new fun servers in Minecraft. One thing I've noticed in many is the "Lock Chest Mod."
Most people are aware this gives people, usually donators or trusted individuals, the ability to seal their chests and make them indestructible.
I kinda felt this is unfair and thought why not design something to remove a mod and replace it with a feature.
I've gone through the search function already and read a few suggestions on doors and chests having locks and using keys and such, but the keys never seem to really work out.
I'd also like to talk about how redstone could affect chests.
The Idea
How do you guys feel about locking chests and possibly doors? Here is a little concept I thought up:
-Now instead of a key lock we could have a combination lock. The combination lock could be shapes, numbers, or even ingame icons. Keys are also a possibility instead of combination locks.
-Once you have your locked chest block you can place it. When you right clock to open an interface with the 3 combinations and 2 buttons - Set and Unlock
-The first time the chest is opened you can put in any combination such as , then if you hit the "Set" button that combination is locked in and the button cannot be undone.
-Every time the chest is opened you start out with the basic combo such as 000 or etc.
-Locked chests will be harder to smash then normal chests based on lock strength.
-Locked chests should be nonstackable and 1 per inventory and even 1 inside a chest at a time. Each one could be linked to a file that remembers its contents?
Breaking a Locked Chest
In SMP, most mod locked chests are indestructible, but that cannot be in case here. Or can it?
I have 4 outcomes for destroying a locked chest:
A. Chest is broken, all the items are let out and chest is dropped like a normal chest + lock is destroyed (Makes the lock pretty useless to an extent.)
B. Chest is broken, all items are destroyed. While you've stopped the robber, it's a double edged sword in the sense that you can't recover the items, but they can't ethier.
C. Chest is broken, but, only the locked chest miniblock drops. The catch is the items are stored in the chest. This is my favorite, not sure how it would work and would probably require locked chests be non-stackable. Chests contents are remembered in a file or something?
D. Players can only hold 1 locked chest at a time, trying to pick up a miniblock of another will result in it acting as if your inventory is full.
Lockpicks
Reading through some older threads, lock picks came up.
[] [] []
[] [] - Nice design for a lockpick?
[] []
-Lockpicks could be a new tool with durability that give you a chance to break into a locked chest.
-Lockpicks could give maybe 10-100 chances to open the chest and possibly destroy some or all of the contents?
Hide your chests, noob.
This is definately the most common and strongest arguement against locks. While this is true, having to dig up my chest from it's secret place all the time gets tedious because I'm always burying and unburying it, since I never know when I might be attacked.
Also, transparent texture packs. I've already tested it and have found a few hidden chests in several different bases. It's a bit difficult sometimes but can be done.
Chests in Single Player
As brought up by Shorigun (First Post) how would locks benefit single play gaming?
-I propose mobs that steal from open chests. There are mob suggestions I've seen for ones that steal from chests or are attracted to chests.
-Our current humanoid mobs could be attracted to chests.
-Maybe a new mob that spawns in your base or near chests and steals them and you have to chase it to recover some or all of the contents of that chest.
EDIT: More ideas!
-NPC villages are a possibility as notch mentioned a goblin village (http://www.minecraftwiki.net/wiki/Mobs Friendly/Hostile Mobs) which makes it likely for a raiding mob or stealing from NPC chests. Redstone and Chests
Redstone in Minecraft is very cool and very important. Right now redstone has been made into many amazing things.
But while redstone affects many objects: Doors, Redstone torches, switches, buttons, minetracks, water/lava, etc., it does not have a function for everything.
Now I'm not saying every block needs a function with redstone, but what if blocks like chests when powered by redstone do something like drop everything they are holding? Maybe they might catch fire? Something to make redstone interaction with other blocks more interesting.
End
-Everything in this thread is up for debate and discussion, even the whole idea itself. I would like to hear how others feel about this, thanks for reading .
I absolutely love this idea. Would be perfect for a locksmith or thief class in RP servers.
Thought I'd throw a few ideas in that I think would be cool.
1: Different levels of locks. Wood, stone, gold, iron, and diamond. Each one being harder to unlock in general. Would be like the redstone idea, but use a block or ingot to craft it instead. This would in turn lead to..
2: Different levels of picks. Perhaps having an unlocking bonus for using the right kind of pick on the lock. As diamond picks could easily damage a wooden lock. And a wooden pick would have trouble moving a diamond lock. Could be a positive bonus for having a perfect match or being close, to a negative modifier for being completely off.
3: Traps! This could possibly be crafted as another separate piece, then added to the bottom slot when making the lock, and finally added into the creation of the chest as you had planned. With this, each failure would have a certain chance of setting off the trap. Based on how well your picking attempt went, after being modified by the pick.
Would give some risk vs reward for the potential thief. And maybe stop the faint of heart from even trying. To use some ideas from Craftbook and that Engineer mod.. It could do things like firing arrows at the person, setting them on fire, opening a pit and dropping them into lava, or even sending a redstone charge so you can create your own trap altogether. Fun stuff like that.
As for what happens if you try to move the locked chest.. I'd vote for instant detonation of the trap, if present, and the chest would remain where it is (due to the trap surprising the person). After detonation, there could be a cooldown before the trap reset and it would become inactive.
And if a trap isn't active or present when trying to break it, I'd go with option 3. A locked chest item would drop. Definitely not stackable, and maybe some feature to stop it from being placed in another chest. As I imagine very bad things could happen. There is a backpack mod I've heard about that creates additional inventories for the player. Perhaps it could use that concept, but those inventories would be inaccessible. And the chest could only be opened when placed down again and either unlocked with the proper key, or successfully picked.
On the key deal.. I'm not sure if it'd be possible to mod it in, or if Notch would have to do it. But I imagine the key and chest being linked to a number from a random number generator. These could be added to a keyring item, perhaps would have to be included in the recipe when making the lock. Which would have it's own file storing what chests it's linked to. And after creation you would get the chest and have the keyring returned to you.
And as far as single player goes.. There's been a lot of suggestions for NPC towns. Such as orcs, kobolds, and what have you. That would set up places and organize raids if they got close to you. If that idea comes to pass, it'd be quite likely that they'd want your loot.
Not a modder myself, so dunno what the difficulty rating would be on these things. But I think it'd be awesome to see it in Minecraft. :happy.gif:
I absolutely love this idea. Would be perfect for a locksmith or thief class in RP servers.
Thought I'd throw a few ideas in that I think would be cool.
1: Different levels of locks. Wood, stone, gold, iron, and diamond. Each one being harder to unlock in general. Would be like the redstone idea, but use a block or ingot to craft it instead. This would in turn lead to..
2: Different levels of picks. Perhaps having an unlocking bonus for using the right kind of pick on the lock. As diamond picks could easily damage a wooden lock. And a wooden pick would have trouble moving a diamond lock. Could be a positive bonus for having a perfect match or being close, to a negative modifier for being completely off.
3: Traps! This could possibly be crafted as another separate piece, then added to the bottom slot when making the lock, and finally added into the creation of the chest as you had planned. With this, each failure would have a certain chance of setting off the trap. Based on how well your picking attempt went, after being modified by the pick.
Would give some risk vs reward for the potential thief. And maybe stop the faint of heart from even trying. To use some ideas from Craftbook and that Engineer mod.. It could do things like firing arrows at the person, setting them on fire, opening a pit and dropping them into lava, or even sending a redstone charge so you can create your own trap altogether. Fun stuff like that.
As for what happens if you try to move the locked chest.. I'd vote for instant detonation of the trap, if present, and the chest would remain where it is (due to the trap surprising the person). After detonation, there could be a cooldown before the trap reset and it would become inactive.
And if a trap isn't active or present when trying to break it, I'd go with option 3. A locked chest item would drop. Definitely not stackable, and maybe some feature to stop it from being placed in another chest. As I imagine very bad things could happen. There is a backpack mod I've heard about that creates additional inventories for the player. Perhaps it could use that concept, but those inventories would be inaccessible. And the chest could only be opened when placed down again and either unlocked with the proper key, or successfully picked.
On the key deal.. I'm not sure if it'd be possible to mod it in, or if Notch would have to do it. But I imagine the key and chest being linked to a number from a random number generator. These could be added to a keyring item, perhaps would have to be included in the recipe when making the lock. Which would have it's own file storing what chests it's linked to. And after creation you would get the chest and have the keyring returned to you.
And as far as single player goes.. There's been a lot of suggestions for NPC towns. Such as orcs, kobolds, and what have you. That would set up places and organize raids if they got close to you. If that idea comes to pass, it'd be quite likely that they'd want your loot.
Not a modder myself, so dunno what the difficulty rating would be on these things. But I think it'd be awesome to see it in Minecraft. :happy.gif:
I like having a random number generator for chest and key it might work.
I'm abit confused with the trap idea but it sounds interesting, your post also helped me remember something.
The levels of locks might work, each level making the lock harder to break and harder to pick.
The levels of pick I think would be better just as obsidian since it's hard to break and also obsidian needs more uses and is near the end of the tech tree so not just anyone can start picking locks.
Quote from Airandius »
It wont work.
In all cases the person that made the locked chest will lose his items. The soul purpose of a locked chest is so that people keep their items.
The only option that could work is an option where the chest is indestructible unless unlocked. The issue with this is that people can grief. They can wall you in block entrances, block everything or just spam them and be annoying.
Also if you place one, lock it and forget the combination you can never move it.
This is something that will never work in this game, if you have items you absolutely don't want to lose, just keep them in your inventory.
You are correct, for the most part.
Chests are meant to hold your items and locked ones are to make sure the owner keeps there items. I personally never have a problem losing items but having to dig up my chest or keep everything of value in my inventory is a hassle.
Chests will never be indestructible and thats one of the problems with the chest locking mod which makes them like that.
Also this could work out really well with single player with thief or raiding mobs as well as stealing from NPC's.
Multiplayer I admit needs work, destroying the chest requires some more thinking but I do have a few more ideas.
It shouldn't be hard to remember a 3 digit code especially if it were like , but the key idea could always work like Athoram said, a random generator for each key and chest.
I'm always on the lookout for new fun servers in Minecraft. One thing I've noticed in many is the "Lock Chest Mod."
Most people are aware this gives people, usually donators or trusted individuals, the ability to seal their chests and make them indestructible.
I kinda felt this is unfair and thought why not design something to remove a mod and replace it with a feature.
I've gone through the search function already and read a few suggestions on doors and chests having locks and using keys and such, but the keys never seem to really work out.
I'd also like to talk about how redstone could affect chests.
How do you guys feel about locking chests and possibly doors? Here is a little concept I thought up:
[]
-Now instead of a key lock we could have a combination lock. The combination lock could be shapes, numbers, or even ingame icons. Keys are also a possibility instead of combination locks.
-Once you have your locked chest block you can place it. When you right clock to open an interface with the 3 combinations and 2 buttons - Set and Unlock
-The first time the chest is opened you can put in any combination such as
-Every time the chest is opened you start out with the basic combo such as 000 or
-Locked chests will be harder to smash then normal chests based on lock strength.
-Locked chests should be nonstackable and 1 per inventory and even 1 inside a chest at a time. Each one could be linked to a file that remembers its contents?
In SMP, most mod locked chests are indestructible, but that cannot be in case here. Or can it?
I have 4 outcomes for destroying a locked chest:
A. Chest is broken, all the items are let out and chest is dropped like a normal chest + lock is destroyed (Makes the lock pretty useless to an extent.)
B. Chest is broken, all items are destroyed. While you've stopped the robber, it's a double edged sword in the sense that you can't recover the items, but they can't ethier.
C. Chest is broken, but, only the locked chest miniblock drops. The catch is the items are stored in the chest. This is my favorite, not sure how it would work and would probably require locked chests be non-stackable. Chests contents are remembered in a file or something?
D. Players can only hold 1 locked chest at a time, trying to pick up a miniblock of another will result in it acting as if your inventory is full.
Reading through some older threads, lock picks came up.
[] [] []
[]
[]
-Lockpicks could be a new tool with durability that give you a chance to break into a locked chest.
-Lockpicks could give maybe 10-100 chances to open the chest and possibly destroy some or all of the contents?
This is definately the most common and strongest arguement against locks. While this is true, having to dig up my chest from it's secret place all the time gets tedious because I'm always burying and unburying it, since I never know when I might be attacked.
Also, transparent texture packs. I've already tested it and have found a few hidden chests in several different bases. It's a bit difficult sometimes but can be done.
As brought up by Shorigun (First Post) how would locks benefit single play gaming?
-I propose mobs that steal from open chests. There are mob suggestions I've seen for ones that steal from chests or are attracted to chests.
-Our current humanoid mobs could be attracted to chests.
-Maybe a new mob that spawns in your base or near chests and steals them and you have to chase it to recover some or all of the contents of that chest.
EDIT: More ideas!
-NPC villages are a possibility as notch mentioned a goblin village (http://www.minecraftwiki.net/wiki/Mobs Friendly/Hostile Mobs) which makes it likely for a raiding mob or stealing from NPC chests.
Redstone in Minecraft is very cool and very important. Right now redstone has been made into many amazing things.
But while redstone affects many objects: Doors, Redstone torches, switches, buttons, minetracks, water/lava, etc., it does not have a function for everything.
Now I'm not saying every block needs a function with redstone, but what if blocks like chests when powered by redstone do something like drop everything they are holding? Maybe they might catch fire? Something to make redstone interaction with other blocks more interesting.
-Everything in this thread is up for debate and discussion, even the whole idea itself. I would like to hear how others feel about this, thanks for reading
You bring up a good point...
Creeper proof? Lol Iz a toughy.
Updated original post.
Thought I'd throw a few ideas in that I think would be cool.
1: Different levels of locks. Wood, stone, gold, iron, and diamond. Each one being harder to unlock in general. Would be like the redstone idea, but use a block or ingot to craft it instead. This would in turn lead to..
2: Different levels of picks. Perhaps having an unlocking bonus for using the right kind of pick on the lock. As diamond picks could easily damage a wooden lock. And a wooden pick would have trouble moving a diamond lock. Could be a positive bonus for having a perfect match or being close, to a negative modifier for being completely off.
3: Traps! This could possibly be crafted as another separate piece, then added to the bottom slot when making the lock, and finally added into the creation of the chest as you had planned. With this, each failure would have a certain chance of setting off the trap. Based on how well your picking attempt went, after being modified by the pick.
Would give some risk vs reward for the potential thief. And maybe stop the faint of heart from even trying. To use some ideas from Craftbook and that Engineer mod.. It could do things like firing arrows at the person, setting them on fire, opening a pit and dropping them into lava, or even sending a redstone charge so you can create your own trap altogether. Fun stuff like that.
As for what happens if you try to move the locked chest.. I'd vote for instant detonation of the trap, if present, and the chest would remain where it is (due to the trap surprising the person). After detonation, there could be a cooldown before the trap reset and it would become inactive.
And if a trap isn't active or present when trying to break it, I'd go with option 3. A locked chest item would drop. Definitely not stackable, and maybe some feature to stop it from being placed in another chest. As I imagine very bad things could happen. There is a backpack mod I've heard about that creates additional inventories for the player. Perhaps it could use that concept, but those inventories would be inaccessible. And the chest could only be opened when placed down again and either unlocked with the proper key, or successfully picked.
On the key deal.. I'm not sure if it'd be possible to mod it in, or if Notch would have to do it. But I imagine the key and chest being linked to a number from a random number generator. These could be added to a keyring item, perhaps would have to be included in the recipe when making the lock. Which would have it's own file storing what chests it's linked to. And after creation you would get the chest and have the keyring returned to you.
And as far as single player goes.. There's been a lot of suggestions for NPC towns. Such as orcs, kobolds, and what have you. That would set up places and organize raids if they got close to you. If that idea comes to pass, it'd be quite likely that they'd want your loot.
Not a modder myself, so dunno what the difficulty rating would be on these things. But I think it'd be awesome to see it in Minecraft. :happy.gif:
I like having a random number generator for chest and key it might work.
I'm abit confused with the trap idea but it sounds interesting, your post also helped me remember something.
The levels of locks might work, each level making the lock harder to break and harder to pick.
The levels of pick I think would be better just as obsidian since it's hard to break and also obsidian needs more uses and is near the end of the tech tree so not just anyone can start picking locks.
You are correct, for the most part.
Chests are meant to hold your items and locked ones are to make sure the owner keeps there items. I personally never have a problem losing items but having to dig up my chest or keep everything of value in my inventory is a hassle.
Chests will never be indestructible and thats one of the problems with the chest locking mod which makes them like that.
Also this could work out really well with single player with thief or raiding mobs as well as stealing from NPC's.
Multiplayer I admit needs work, destroying the chest requires some more thinking but I do have a few more ideas.
It shouldn't be hard to remember a 3 digit code especially if it were like