The Meaning of Life, the Universe, and Everything.
As some people might already know... not everyone likes magic or
anything like that added to Minecraft (I do... but I try to think
about others as well) and so I try to come up with ideas that
don't change too much of the existing game or interrupt the flow /
playstyle of others.
Now I already have posted a suggestion for a watered down version
of staves and scrolls that was in no way overpowered and just
extended on the already inbuilt enchantment table mechanics, but
Mojang has already decided that this is not going to happen. Hence
why I won't discuss any such items in the future no matter how
balanced they might sound (doesn't mean I won't listen to other
ideas or suggestions but rather that the topic is dead according
to the devs themselves... they also said poisonous potatoes will
never get a use other than poisoning you... so no reason to add
them to this suggestion either).
After a bit of thinking I thought that people would rather prefer
the oldschool throw a bottle as far as a old man with severe
joint problems can manage and hit yourself with potion effects,
where either half of your non player targets get healed, slightly
damaged, are totally immune or only suffer a reduced effect.
Just kidding! ...We already have that.
What I'm basically suggesting is to add a few extra potions to
our potion brewing system without actually changing the game
mechanics that much, while also implementing some unused assets
such as the thick and mundane potions that we can already craft,
though they have no real use as of now (unless you turn them into
weakness potions via fermented spider eyes that is).
All the potions I suggest will be brewed using the brewing stand and
none of those recipes will require a new type of ingredient that
doesn't already exist in the game (I could add new stuff... but
people seem to hate new stuff... as seen with all the "worst update
that broke MC since ever" comments etc.) to keep it as simple as
I will list some potion suggestion here with a short mentioning on
what their base potion is, what main component they need, what their
effect is, if they use secondary components / have more levels and
most important of all, if they can be used for tipped arrows, splash
/ lingering potions.
Now to the actual potions I had in mind so far (some of them will probably need a bit of tweaking):
Potion of flame:(alchemical fire)
- Thick potion
This potion will set its target in flames for 10s similar to the flame
bow enchantment. As such it can not set fire to blocks (except for tnt
just like the arrow would) and I won't change it for reasons of
possible grief potential.It only has one level and cannot be strengthened
with glowstone.Brewing the potion will give you the drinkable version of
it, which needless to say will set you on fire (just as dumb as drinking
potions of harming).As such you are supposed to turn this potion into
a splash or lingering potion using the usual methods.However... there are
no tipped arrows for this potion since we already have the flame bow
enchantment for that.
Potion of growth:
- Mundane potion
- Bone meal
This potion will cause a bone meal 3x3 or 5x5 area of effect depending
on potion strength (so can be strengthened with glowstone dust similar
to healing / harming potions...no redstone dust). Drinking this potion
won't do anything.It is meant to be used as a splash or lingering
potion and does not come with tipped arrows for that matter.
Potion of phasing / ender:
- Arkward potion
- Chorus fruit
This potion does not come with different strength levels as it only
applies the chorus fruit effect when consumed.Drinking the normal potion
you means you might as well just eat the fruit instead of brewing a
potion that does the same...However. Turning said potion into a splash
/ lingering potion can make it useful to distract enemies by teleporting
them away a very short distance (like the chorus fruit).The lingering
potion can also be used to craft tipped arrows with this effect.To be
fair this potion might only be useful against players since the AI
controlled mobs are pretty much immune against blindness and confusion
of any kind, when homing towards the closest player... you might
accidentally teleport a creeper just behind your back, which will then
happily walk towards you unfazed by the sudden change of surroundings.
Humans will have to reorientate at first...
Potion of freezing:
- Arkward potion
This potion was a bit tricky to come up with, since we already have a
potion with slowness, so I did not want to duplicate an existing potion.
What this potion does is freeze a certain area of effect depending on
the potions strength (freezing I and II with a 3x3 or a 5x5 area similar
to the growth potion).By freezing I mean it creates / adds one layer of
snow (if possible / not obstructed) and freezes water blocks in the surface
area (the frozen water blocks have to be source blocks and they will only
be frozen for a short amount of time, just like those created using the frost
walker enchantment).Drinking such a potion will do nothing (just a cool drink
I guess?) as this potion is meant to be used as a splash / lingering potion.
There will be no tipped arrows for this potion.Furthermore using this potion
on a blaze will cause an additional heart of damage as opposed to the normal
water / splash potions and also heal snow golems for 2 hearts worth of damage...
if you like using snow golems that is.Naturaly this potion is not that great
in hot biomes such as deserts, mesas and the nether (except for damaging blazes).
Potion of grounding:
- Potion of slowfall
- Fermented spider eye
This potion will reduce the height a player can fall without receiving
damage by 3 or 5 blocks depending on its strength (level I & II).
In addition to that the character hit by this effect can't swim and will sink.
The effect will last approximately for 10s or 7s depending on the level and
using redstone will extend the timer to 15s.Drinking this potion will of
course give you this effect, so it is best used as a splash / lingering potion
and in this case even as a tipped arrow.However the arrow effect last for only
5s.To be honest I'll probably remove this potion entirely or just the tipped
arrows, since it seems to have some gank potential with players...lets see
what other people think about this.
Bottle of ink:
- Mundane potion
- Ink sack
This potion gives you 5 to 10s blindness depending on the redstone dust
you added to the brewing process as a secondary ingredient.Yes you can
also drink this one and yes it is still a dumb idea.So like with the other
potions you throw this one into the face of other people via splash or
lingering potion.There are no tipped arrows for this potion.Also keep in
mind that this potion is useless against mobs (unless MJ adds some AI mechanics
that treats mobs under the influence of blindness as blinded by decreasing
their perception range and reseting their aquire target aquisition / homing
behaviour... by that I mean they forget they were chasing the player just
a moment ago).
That pretty much summarizes my suggestion. Sorry for the wall of text and
now have fun eviscerating the suggestion.I also apologize for the lack of
pictures since I'm pretty sure almost everybody knows how to brew potions and
how those vanilla items I described look like... I'm pretty sure most people will
With regard to the poisonous potato, I prefer to think that even the MS/Mj developement departments are not so pigheaded as to be able to ignore a sufficiently hard wollop from a hefty enough clue-stick… [ie. it is 'only' a matter of inventing a sufficiently intriguing use for the item.]
Commencing the eviseration :
Adding a line: [b]Extended potion Y/N; Level II potion Y/N; Tipped arrow Y/N[/b] to the start of each description would make this infiormation more accessible. [In the below commentary, thiese lines indicate the OP conditions.]
For general reference:
Spalsh potions: "Entities within an 8.25×8.25×4.25 cuboid centered on the thrown potion at impact and within 4 blocks euclidean distance of the thrown potion at impact are affected"
Lingering potions: "The cloud starts with a radius of 3 blocks, decreasing to 0 over the course of 30 seconds. During the cloud's existence, any player or mob that walks into it after the first second will get the corresponding status effect; this decreases the radius by a 1⁄2 block immediately, causing the cloud to disappear more quickly."
[b]Potion of flame:[/b]
Extended N; Level II N; Tipped N
Reasonable as is, but I don't see a stong reason not to make the base effect a bit weaker than flame (say 3 points = 1-1/2 hearts over 3 seconds), and the extended version [ie with RS] a bit more (say 6 points over 12 seconds).
[b]Potion of growth:[/b]
Extended N; Level II Y; Tipped N
Given the volumes affected by spalsh and lingering potions,and by bonemeal (effective out to 7 taxicab), the proposed AoEs seem a bit small… particularly since the range of a thrown porion is not so very much greater. Raising these to 5 taxicab from the point pf impact with the lingering potion having a chance to 'fill-in' blocks unaffected initially might more clocely emulate bonemeal by hand.
Adding tipped arrows (for which the 3- and 5- square areas should be fine) ought also to be considered. Being able to bonemeal something (particularly a sapling) at bowshot could have interesting (if rare) uses.
[b]Potion of phasing:[/b]
Extended N; Level II N; Tipped Y
Given the described teleport mechanic, this would be most useful in an area of small rooms/narrow halls where the teleport might break line of sight or put a barrier between the player and opponents.
The extended version might add a second jump to the effect.
A level II version might extend the range of the checked volume to ±10 on each axis.
The disorientation experienced by a human player might be emulated with a 5-10 tick period of immobility imposed on a mob after each jump.
Given the ranges involved, this would be most useful as tipped arrows.
Potion of freezing:[/b]
Extended N; Level II Y Tipped N
Drinking this might be equal to a half-duration fire resistance poition.
Again, adding tipped arrows would allow some interesting efects in limited circumstances… particularly if this potion had the added property (all versions) of 'freezing' a single block of lava into obsidian.
Acting as a harming/healing potion on blaze/snow golems (rather than the lesser effects proposed) might be more in keeping with the added difficulty of brewing (and carrying) the potion/tipped arrows.
Potion of grounding:[/b]
Potion of slowfall/Fermented spider eye
Extended Y; Level II Y Tipped Y
Given the currently "Fall damage is 1 for each block of fall distance after the third.", the level II version would in theory inflict damage on a non-falling mob (as the distance it could fall without damage would be -1).
Were the level I & II versions able to inflict half & full damage from any fall on a mob that was otherwise immune (see lists at https://minecraft.gamepedia.com/Damage#Fall_damage), this would have considerably greater use. [At present, the only real use would seem to be countering slow fall in PvP.]
Bottle of ink:[/b]
Mundane potion/ Ink sack
Extended Y; Level II N Tipped N
[Potion of blindness would be more in keeping with the naming convention. (Bottle of ink sounds like it belongs in a scribe kit.)]
Tipped arrows seem far more useful than splash/lingering potions… even if at half duration.
The blind effect for mobs needs to be added/emulated possibly by removing any current tracking and imposing a period of slower movement and/or more limited pathfinding. (Without this, this effect would seem to have utility only in PvP.)
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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.