Minecraft added brewing stands quite a long time ago. However, making many potions required players to spend a long time in the nether. What if there were villagers to trade with so those who are too cowardly to enter the nether dimension don’t have to. Players still need to collect a blaze rod to make their brewing stand. Potions of luck are also not used in Minecraft survival yet. This idea could possibly improve brewing as a whole.
NEW VILLAGER: ALCHEMIST
These kind villagers are very similar to their brothers. Just as the librarians and cartographers share the same clothes, so do the alchemists and clerics. Both the alchemist and cleric professions are under the priest category. The color of the clothing that the villager wears is purple. Statistics such as health remain unchanged from other villagers. Differences are how the villager interacts with its environment, where it lives, and the trades it has.
If an entity attempts to murder the alchemist, he will drink regeneration and healing potions every five seconds until he dies or escapes the agro range of the mob. Unlike witches, he doesn't use splash potions. He will hold a drinking potion between his hands like a witch when attacked. The sound of drinking will be made prior to applying the status effect to himself. Regeneration on the mob lasts 0:50 minutes and has a potency of 1. If no threat is provided to the alchemist, he will not use potions whatsoever. Zombies will instantly kill the alchemist instead of turning him into a zombie villager. The rule that makes it so villagers turn into witches when struck with lightning still applies to the alchemist.
Most of the time, the alchemist is safe in his little shop. The "alchemy shop" as I call it has the same sort of simplistic design of the other village structures. It would be made of wooden planks different based on the biome and also cobblestone. Unfortunately. I can’t build well with cobblestone to show a good representation. The slanted roof would make it obvious to players that an alchemist is in the village. A water filled cauldron is spawned at the center of the shop. There is a 50% that a loot chest will spawn in the back left corner of the house. Possible loot includes spider eyes, sugar, gold nuggets, or mushrooms. Each chest has 3-7 items (each item has the same percent chance of spawning).
If you can’t find a village, there is another way to trade with the alchemist. Feeding a witch a poisonous potato and thick potion will turn the witch into an alchemist with random trades. Bright yellow particles appear for fifteen seconds when an alchemist is spawned this way. Features remain the same as with other alchemists.
TRADES
More are unlocked after trading a few times. After 7-10 of the same trade, that trade is not allowed.
The first 2 trades are…
5-7 blaze rods à 1 emerald
or 6-10 fermented spider eyes à 1 emerald
or 18-32 glowstone dust à 1 emerald
and 4-6 emerald à 1 nether wart block (crafted back to 9 nether wart)
The second and third trades unlocked are…
7-9 golden carrots à 1 emerald
or 7-9 glistering melons à 1 emerald
and 5-7 emeralds à 1 magma cream
or 8-10 emeralds à 1 ghast tear
The fourth trade unlocked is…
1 awkward potion à 1 emerald
or 1 mundane potion à 1 emerald
or 1 thick potion à 1 emerald
The fifth trade unlocked is…
9-12 emeralds à 1 potion of water breathing extended
or 9-12 emeralds à 1 potion of leaping 2
or 9-12 emeralds à 1 splash potion of harming
The sixth trade unlocked is…
12-16 emeralds à 1 potion of luck (5:00)
12-16 emeralds à 4-6 tipped arrows of decay (0:10)
…making many potions required players to spend a long time in the nether. What if there were villagers to trade with so those who are too cowardly to enter the nether dimension don’t have to.
I would not have choosen the word "cowardly", but this otherwise is a clear expression of why I think this idea should NOT be implemented…
[By similar logic: Building extensively with Birch requires spending much time planting and chopping Birch trees….]
The point of the nether (and the end) is that these are new areas with different rules/challenges that each provide rewards peculiar to that dimension.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I agree with your point, but alchemists are rare like librarians are just to add to the fun of Minecraft. After a while, you won't be able to make potions. The potions you can brew are limited. Do you still think they're overpowered.
quote=StickyPistonPig
I agree with your point, but alchemists are rare like librarians are just to add to the fun of Minecraft. After a while, you won't be able to make potions. The potions you can brew are limited. Do you still think they're overpowered.
Unless you make this part "After 7-10 of the same trade, that trade is no longer valid." permanent instead of being able to be reset as with regular villagers,
absolutely still overpowered.
(Librarians aren't particularly hard to get, only grindy: one just runs the villager breeder until successful.)
If their trades never reset, (and they are rare on the level of [i]Elder[/i] Guardians), they might be usable – but that would largely remove their purpose. (To provide an alternative to spending large amounts of time gathering potion brewing resources.)
[I also have concerns about how far from normal villager AI their described behavior is; these seem more nearly (semi-)friendly Witches than a Villager variant.]
The basic difficulty with adjusting the frequency to avoid concerns about being overpowered, is that:
if they are rare enough (and hard enough or impossible to grind) they will not to an alternative to the nether for components
while
if they are common enough to provide an alternative to the nether for components they can be "ground" [Grinded? ] and will likely be overpowered.
.
.
[As an aside, I don't consider that my playstyle is altogether typical, so you may want to wait for some other opinions.]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I think giving that many golden carrots or melons for a single emerald isn't worth it, I think paying only 1 emerald for that many ghast tears is a little overpowered, and I don't think they should sell dragon breath at all because how would a villager get to the End on their own?
Other than that you have a nice, flushed out idea. Brewing is kind of ignored in villager trading, isn't it?
I think giving that many golden carrots or melons for a single emerald isn't worth it, I think paying only 1 emerald for that many ghast tears is a little overpowered, and I don't think they should sell dragon breath at all because how would a villager get to the End on their own?
Other than that you have a nice, flushed out idea. Brewing is kind of ignored in villager trading, isn't it?
I based the golden carrrots and melons of the clerics trade which is 8-10 gold for 1 emerald. I have changed it still in the OP to 7-9 golden carrots/melons for 1 emerald. I have also nerfed the nether trades to make them more fitting. Additionally, the dragon's breath trade has been replaced with a notch apple. Thx for the support
Except for the conversion part, I fully support this idea. You can buy eye's of ender from priest, which require blaze powder, but no one ever points that out as strange. Some of the trades could be better, but I am willing to overlook that. The conversion thing just don't make sense. I see how you based it on the zombie villager, but it makes it possible, in theory, to make infinite alchemists.
Overall: 95% Support
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PM this account if you are interested in trading on DragCave
I totally forgot about witch farms but keep in mind that poisonous potatoes are rare. The thick potions would also require glowstone and potions don't stack. The main use of this feature was not the conversion, but rather to give posionous potatoes and thick potions a use.
Thx for the support though and don't mind clarifying the flaws in the trades if you would like and aren't busy.
Its basically what people have said in the past. Some trades are too much for too little, (such as 6 Blaze Powder for 1 Emerald) while others are too little for too much, (such as 1 Emerald for 2 Blocks of Nether Wart).
Most of the Ingredients to Emeralds trades are like the first one and could be fixed by giving more emeralds, and the Emeralds to Ingredients trades are like the second one, and could be fixed by costing more emeralds.
The Potion trades should cost WWWWWAAAAAYYYYY more. 6 emeralds for a extended water breathing potion? It takes away the whole point of going to the nether! To balance it out, probably triple the cost. For the arrows of decay at least 5 times the cost, and luck potion, I would say 4 times the cost.
If costs a lot, when you are out of ingredients and in desperate need of a potion, you could trade, but the high cost provides a reason to make it yourself.
The Arrows of Decay are unobtainable normally, and the luck potion is rare. That is why I suggest such a high cost.
Let me know what you think of these suggested changes to the cost. Other than that, this would be a perfect addition to minecraft.
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PM this account if you are interested in trading on DragCave
Minecraft added brewing stands quite a long time ago. However, making many potions required players to spend a long time in the nether. What if there were villagers to trade with so those who are too cowardly to enter the nether dimension don’t have to. Players still need to collect a blaze rod to make their brewing stand. Potions of luck are also not used in Minecraft survival yet. This idea could possibly improve brewing as a whole.
NEW VILLAGER: ALCHEMIST
The first 2 trades are…
5-7 blaze rods à 1 emerald
or 6-10 fermented spider eyes à 1 emerald
or 18-32 glowstone dust à 1 emerald
and 4-6 emerald à 1 nether wart block (crafted back to 9 nether wart)
The second and third trades unlocked are…
7-9 golden carrots à 1 emerald
or 7-9 glistering melons à 1 emerald
and 5-7 emeralds à 1 magma cream
or 8-10 emeralds à 1 ghast tear
The fourth trade unlocked is…
1 awkward potion à 1 emerald
or 1 mundane potion à 1 emerald
or 1 thick potion à 1 emerald
The fifth trade unlocked is…
9-12 emeralds à 1 potion of water breathing extended
or 9-12 emeralds à 1 potion of leaping 2
or 9-12 emeralds à 1 splash potion of harming
The sixth trade unlocked is…
12-16 emeralds à 1 potion of luck (5:00)
12-16 emeralds à 4-6 tipped arrows of decay (0:10)
Tipped arrows of decay give the wither effect.
Edit: Fermented Spider Eye trade has been nerfed slightly.
quote=StickyPistonPig
…making many potions required players to spend a long time in the nether. What if there were villagers to trade with so those who are too cowardly to enter the nether dimension don’t have to.
I would not have choosen the word "cowardly", but this otherwise is a clear expression of why I think this idea should NOT be implemented…
[By similar logic: Building extensively with Birch requires spending much time planting and chopping Birch trees….]
The point of the nether (and the end) is that these are new areas with different rules/challenges that each provide rewards peculiar to that dimension.
I agree with your point, but alchemists are rare like librarians are just to add to the fun of Minecraft. After a while, you won't be able to make potions. The potions you can brew are limited. Do you still think they're overpowered.
quote=StickyPistonPig
I agree with your point, but alchemists are rare like librarians are just to add to the fun of Minecraft. After a while, you won't be able to make potions. The potions you can brew are limited. Do you still think they're overpowered.
Unless you make this part "After 7-10 of the same trade, that trade is no longer valid." permanent instead of being able to be reset as with regular villagers,
absolutely still overpowered.
(Librarians aren't particularly hard to get, only grindy: one just runs the villager breeder until successful.)
If their trades never reset, (and they are rare on the level of [i]Elder[/i] Guardians), they might be usable – but that would largely remove their purpose. (To provide an alternative to spending large amounts of time gathering potion brewing resources.)
[I also have concerns about how far from normal villager AI their described behavior is; these seem more nearly (semi-)friendly Witches than a Villager variant.]
The basic difficulty with adjusting the frequency to avoid concerns about being overpowered, is that:
while
.
.
[As an aside, I don't consider that my playstyle is altogether typical, so you may want to wait for some other opinions.]
You still need to enter a nether fortress to make a brewing stand
I think giving that many golden carrots or melons for a single emerald isn't worth it, I think paying only 1 emerald for that many ghast tears is a little overpowered, and I don't think they should sell dragon breath at all because how would a villager get to the End on their own?
Other than that you have a nice, flushed out idea. Brewing is kind of ignored in villager trading, isn't it?
I based the golden carrrots and melons of the clerics trade which is 8-10 gold for 1 emerald. I have changed it still in the OP to 7-9 golden carrots/melons for 1 emerald. I have also nerfed the nether trades to make them more fitting. Additionally, the dragon's breath trade has been replaced with a notch apple. Thx for the support
How does eveyrone feel about the expensive notch apple trade. Should I keep it the same or raise the price. Poll is up now
Edit: Better formatting and pictures
Notch apple replaced with tipped arrow of decay which is exclusive to pocket edition currently. They give the wither effect!
Pt. 2 of 3 is out and provides another use for the cauldrons you find in alchemy shops.
Except for the conversion part, I fully support this idea. You can buy eye's of ender from priest, which require blaze powder, but no one ever points that out as strange. Some of the trades could be better, but I am willing to overlook that. The conversion thing just don't make sense. I see how you based it on the zombie villager, but it makes it possible, in theory, to make infinite alchemists.
Overall: 95% Support
PM this account if you are interested in trading on DragCave
I totally forgot about witch farms but keep in mind that poisonous potatoes are rare. The thick potions would also require glowstone and potions don't stack. The main use of this feature was not the conversion, but rather to give posionous potatoes and thick potions a use.
Thx for the support though and don't mind clarifying the flaws in the trades if you would like and aren't busy.
Its basically what people have said in the past. Some trades are too much for too little, (such as 6 Blaze Powder for 1 Emerald) while others are too little for too much, (such as 1 Emerald for 2 Blocks of Nether Wart).
Most of the Ingredients to Emeralds trades are like the first one and could be fixed by giving more emeralds, and the Emeralds to Ingredients trades are like the second one, and could be fixed by costing more emeralds.
The Potion trades should cost WWWWWAAAAAYYYYY more. 6 emeralds for a extended water breathing potion? It takes away the whole point of going to the nether! To balance it out, probably triple the cost. For the arrows of decay at least 5 times the cost, and luck potion, I would say 4 times the cost.
If costs a lot, when you are out of ingredients and in desperate need of a potion, you could trade, but the high cost provides a reason to make it yourself.
The Arrows of Decay are unobtainable normally, and the luck potion is rare. That is why I suggest such a high cost.
Let me know what you think of these suggested changes to the cost. Other than that, this would be a perfect addition to minecraft.
PM this account if you are interested in trading on DragCave
All your suggestions are perfectly reasonable. In the OP, I have edited the thread to what you have asked.