This is kind of a megathread of my ideas for villages, adventuring, and other aspects of minecraft. these are also what I wanted in 1.8, and now they carry over to 1.9 etc.
opinions wanted. I love hearing everybody’s ideas if more people put them together then even better ones come out.
Directory (no links just order):
Characters/Creatures:
Mobs (will be broken up)
Animals (not up)
Monsters (not up)
Bosses
Villages:
NPCs
Money
Jobs
Leaders
Game/Village Events: (not up)
Quests
Reputation (like millenaire)
skills: (just started. not much yet.)
Skills
Improved fighting:
New armor and upgrades
New weapons and upgrades
Critical hits
Blocks and Items: (will be broken up into catagories above)
New ores for new items
Chests and storage
Clothes
Food and Plants
Misc.
Almost everyone is dieing for the adventure update, but I’m seeing one big problem with villages. Items. If villages are added they could end up doing two really bad things.
One, if a player finds a village and sets up shop there then they can just let the villagers do all the work while they reap the reward. No offense to the villagers but they aren’t very smart compared to most players. The player could easily rob the town of its goods every time something good comes along. I don’t suggest that the chest become locked to prevent theft, because then players just get angry they can’t steal. I suggest that thief will cause the village to begin either looking for the player (since only they could do it) or stop working. Personally I’d prefer that the villages actually help instead of hurt.
The second is what they don’t add. Villages will just be collections of NPCs with buildings right? Sure they do work and stuff, but they only get you stuff that you can get yourself. Villages obviously won’t just hand over diamonds to players so they aren’t even helpful at getting rare items.
I think the way to counter this is by adding a few items/blocks and mobs to the game. This would counter both outcomes.
Mobs:
Horses and Guard dogs
Horses
Just like in the mod Mo’creatures horse would be controllable mounts that help the player move faster. Horses would also be useful for knights if they are in the villages.
Guard dogs
Like wolves guard dogs are tamed mobs that defend their owners, but they are different since they are first off dogs and second because they attack when given specific commands. Guard dogs would attack anyone who goes onto a certain property or opens a chest in a house. This would highly deter thieves.
BOSSES!
It’s the ADVENTURE update after all. This thread is mostly about villages, but these guys would affect the game and affect villages as well.
Thief Lord
Not your run of the mill thief. This character would send out other thieves to do his dirty work. When thieves rob a village they bring their loot back to some kind of base. There the thief lord is in charge. By killing a thief lord you get to take whatever he has taken and if he has been stealing from a town that town will thank you in some way.
VILLAGES
NPCS:
Blacksmiths, guards, thieves
blacksmith:
the blacksmith NPC will run a smithy. here he/she (yes some villages might have a female blacksmith. my idea) makes tools, weapons, and armors out of gathered rescources. blacksmiths will have access to a forge letting them have steel to craft with.
you can give blacksmiths: ores/ingots, coal, used tools, used weapons, and used armor
he/she can sell you: ingots, tools, weapons, and armor
lives in a house connected to the smithy.
Forges:
an upgraded version of the furnace. using these you can smelt multiple items at once. (number unknown at current time). its also can be used to semlt and iron and a coal together making steel. forges are usually only owned by blacksmiths since they are semi-hard to make.
recipe
Guards
Basically the human guard dog. These mobs would protect the important buildings in villages. They can equip armor and weapons so beware.
Thieves
Players should get to feel what its like to be robbed also. Thieves will brake into houses and seek out chests. They loot anywhere from 1 to 10 items. The number depends on the thief, and what is taken depends on value. A thief will quickly rob a chest of diamonds instead of feathers.
Money
Currency should be added to streamline trade. The money should go: Copper, Silver, Gold.
The ingots could be turned into coins by either the player or by the village head. (I’d prefer just he village head. The player could give the ingots to the village head.)
Currency would just make trade simple and make items have an easier price. Paying an entire gold ingot for and item does seem like a lot to me.
stats/skills
Since we are getting a lvl system here is what I think. There should be levels based more on actions and the use of items then the item itself. There shouldn’t be a sword lvl because then people use a sword on everything they find and get exp. A player should get exp for how they fight not just fighting. Here is the run down of skills and the bonuses you get with them. I broke it up into categories.
EDIT: i have decided to remove the stats that went with thse skills since they dont affect the game in anyway. I also removed magic since I cannot find a goo way to limit it without a mana system which I do not want to have in the game.
I would like to note that the ability things at the end of a skill are just concepts. I only can think of basic ways these would be used. mostly they just deal extra dmg, cause knockback, stop the enemy from attacking, dodge, or block.
another thing about weapons is that these skills would only affect combat with monsters and NPCs. mobs like cows or pigs still take normal dmg.
Battle skills:
Offensive: (not finished) (one bonus to all weapon skills is damage)
Sprinting: (running) (less food consumed OR more accurate movement)
Swimming: (diving, swimming) (increased air limit)
Climbing: (climbing) (increased distance climbed)
Sailing: (boating) (increased control)
Stealth: (sneaking) (harder to be detected)
Acrobatics: (jumping) (higher/farther jump)
Gathering skills:(better speed for and bonus to amount gathered for all but taming)
Forestry: (woodcutting)
Quarrying: (mining)
Farming: (harvesting, planting)
Fishing: (hunting underwater, using the fishing rod)
Hunting: (killing animals)
Taming: (training animals) [you gather pets] (pets are stronger and get a bonus based on animal)
Improved fighting:
new armor and upgrades
Armor repair and shields
Armor repair
Now this isn’t an item but it uses them. many plugins allow people to repair armor and tools using a piece of the material in the item. Armor could now be fixed by using a certain number of materials based on the damage. Iron, gold, steel, and diamond repair would be left to blacksmiths though.
Shields
I have to be honest in Minecraft you have two hands. They both need to be used. Shields can be equipped like armor, but they require using to do anything in combat. The player must press shift to bring up their shield. It is shift because when you are using a shield you need to brace yourself. Shift works nicely for this. Shields either reduce damage or can block a hit.
Shields can be made from wood, wood and leather*, copper, iron, steel, gold. and diamond.
Wood and leather shields are made by crafting a wood shield then putting it in the center of four leather in a diamond shape.
Recipe: ( W= wood or any of the materials B= blank)
new weapons and upgrades
Weapons
I think that swords and bows aren’t enough weapons for an entire town. Personally all of Balkon’s weapons in his mod are great and should be added to the real game. Here is a link:
Besides those I have my own ideas: throwing axe, broadsword, long bow, arrow tips (see spoiler)
Throwing axe:
Like Balkon knives they can be thrown or just wielded. Can be made with any material
Recipe: (M= material S= stick B= Blank)
B M B
B S M
B S B
Broadsword:
A longer more powerful sword wielded by knights. They require special crafting. (I am considering an anvil for weapon and armor making, but I’d prefer not to require it so these swords are very odd.
Recipes:
broadsword blade (M= material B= blank)
B M B
B M B
B M B
broadsword handle (M= material S= stick B= blank)
B B B
B M B
B S B
Broadsword (L= blade H= handle B= blank)
B B B
B L B
B H B
Arrows upgraded
Arrows can now be crafted with arrow tips instead of flint. An arrow head is made of: wood, stone, copper, iron, steel, and diamond. Wood arrows do less damage then flint, but are more available.
Recipes:
Arrow head (M= material B= Blank)
B M B
M B M
B B B
This gets you 9 arrow heads. Which add up to 36 arrows. Arrows are still crafted the same, but substitute the flint for the arrow head.
Longbow
Bows also needed some help. Long bows like broadswords are made in pieces then assembled. Longbows increase range and damage. These are harder to craft, but they improve two attributes of the bow while the broadsword improves one of the sword.
(I was considering suggestion that longbows’ bowstrings could snap or be removed like real long bows, but I’m not sure about that. it’s a thought)
Recipes:
Bow Shaft (S= stick H= handle B= blank)
B S S
H B B
B S S
Bowstring (S= string B= blank)
B S S
B B S
B S S
Long bows can be upgraded based on the handle. There are two recipes for the different handles. Stone can’t be used in the bows and neither can gold/silver.
Longbow (S= lb shaft I= bowstring H= handle B= blank)
B S B
H B I
B S B
Crossbow upgrade.
I do love the Balkon cross bow, but I suggest adding copper, steel, and diamond to the recipe for it.
Critical Hits
I will admit crit hits were done very well in the pre release, but with extra weapons come more ways for crits.
thrown weapons can be held "at the ready" to charge to throw. you hold right mouse button just like with the bow.
when jump attacking with a war axe or hammer you do a vertical smashing attack which slows you if you miss your target. the slow lasts only a second or so.
Blocks and items:
New ores for new items
Chests and storage
Clothes and Armor
Food and Plants
Misc.
New ores/metals for new items.
Copper: the lowest of metals. Between stone and iron. It can be used for armor, tools/weapons, and is the lowest currency.
Steel: between iron and diamond. Steel is made by blacksmiths who have a forge (another new block) steel is used for tools weapons and armor only.
Silver: very similar to gold in that it isn’t very strong, but it cant be used for any weapons, tools, or armor. (gold shouldn’t be used for those things anyway so this is better)
Chests and storage
Lock
The lock is used to make a locked chest. These chests are private, but can still be broken using either an axe or a lock pick.
A locked iron chest can’t be broken without an iron pick (by a thief) and the lock can’t be easily picked.
Recipe: (gunpowder= Redstone)
Locked Chest (locked iron chest)
A chest with a lock. Only the placer can open them.
Just put a lock and some kind of chest next to each other in a crafting grid.
Iron Chest
A chest made of iron. It cant be broken without a pickaxe.
Recipe
chest of drawers
A wooden storage container that stacks vertically to increase space, unlike horizontal chests. Its has the same capacity as a chest and uses just as much wood.
Recipe: has to be exactly like this. (other directions are other recipes)
Keg/barrel
A smaller storage unit that has a lot of aesthetic appeal.
Clothes an Armor: items with aesthetic appeal or other purpose that you wear.
Clothes and wardrobe
Shirts, Pants, other clothing.
Both are non armor equip items. These items would pretty much meld into your “skin” so that you can change your outfits. it’s a nice aesthetic addition. Clothes like this could be bought from the town (you’d get generic clothes like villagers.) or you can make them using wool and dye. Clothes making is a whole other thing though so I won’t go into that suggestion to much.
Wardrobe
a concept I heard about while browsing the mod requests.
the basic idea was the ability to change skins in game. I love this, but I would limit it only slightly. you can only store a few skins per wardrobe and it takes a few seconds to change the skin. (I assume the game would need a minute to change your skin anyway).
here is my recipe idea for it: ( wooden slab)
Food and Plants
Apple tree
A wild tree that grows in the forest. Drops apples of course, and is very discreet. Apples trees are semi-rare. If a village has an apple tree they will harvest the apples to make things.
Cocoa tree
A wild tree that grows in the rain forest. Drops cocoa bean, and is semi- discreet. They are very very rare. Villages with cocoa trees will collect the beans and make foods.
Pumkin upgrade.
Pumkins can be made into pies.
Recipe: (requires a pie tin)
Pie tin (lasts forever/ reusable) (copper, iron, or steel) (M= materials B= blank)
Pies (apple, pumpkin, meat) ( slab= tin)
Misc.
Book upgrade:
Books could now act as multiple things:
1. village history book: tells the history of a village if you are important in the village you can get in it.
2. Quest books: by reading them you get a quest.
3. Journal: write down your own stories or anything. Requires a quill.
Quill: used to write in a book. Runs out and quill turns into feather.
Recipe:
Feather over ink sac.
Lock pick: another pick for minecraft. this one is for breaking into locked chests. lock picks can't be crafted by the player, but can be bought or stolen from thieves.
I love all these ideas. But i also think there should be like, health potions that you can use to heal health without full hunger bar. And maybe add some kind of magic to the game. That would give it a lot more fantasy type feel. :tongue.gif: ... Speaking of magic a kool boss might be like a wizzard in a huge tower type thing with a bunch of minions running around. Lol that would be pretty epic in my opinion.
This is kind of a megathread of my ideas for villages, adventuring, and other aspects of minecraft. these are also what I wanted in 1.8, and now they carry over to 1.9 etc.
opinions wanted. I love hearing everybody’s ideas if more people put them together then even better ones come out.
Directory (no links just order):
Characters/Creatures:
Mobs (will be broken up)
Animals (not up)
Monsters (not up)
Bosses
Villages:
NPCs
Money
Jobs
Leaders
Game/Village Events: (not up)
Quests
Reputation (like millenaire)
skills: (just started. not much yet.)
Skills
Improved fighting:
New armor and upgrades
New weapons and upgrades
Critical hits
Blocks and Items: (will be broken up into catagories above)
New ores for new items
Chests and storage
Clothes
Food and Plants
Misc.
Almost everyone is dieing for the adventure update, but I’m seeing one big problem with villages. Items. If villages are added they could end up doing two really bad things.
One, if a player finds a village and sets up shop there then they can just let the villagers do all the work while they reap the reward. No offense to the villagers but they aren’t very smart compared to most players. The player could easily rob the town of its goods every time something good comes along. I don’t suggest that the chest become locked to prevent theft, because then players just get angry they can’t steal. I suggest that thief will cause the village to begin either looking for the player (since only they could do it) or stop working. Personally I’d prefer that the villages actually help instead of hurt.
The second is what they don’t add. Villages will just be collections of NPCs with buildings right? Sure they do work and stuff, but they only get you stuff that you can get yourself. Villages obviously won’t just hand over diamonds to players so they aren’t even helpful at getting rare items.
I think the way to counter this is by adding a few items/blocks and mobs to the game. This would counter both outcomes.
Horses and Guard dogs
Horses
Just like in the mod Mo’creatures horse would be controllable mounts that help the player move faster. Horses would also be useful for knights if they are in the villages.
Guard dogs
Like wolves guard dogs are tamed mobs that defend their owners, but they are different since they are first off dogs and second because they attack when given specific commands. Guard dogs would attack anyone who goes onto a certain property or opens a chest in a house. This would highly deter thieves.
It’s the ADVENTURE update after all. This thread is mostly about villages, but these guys would affect the game and affect villages as well.
Thief Lord
Not your run of the mill thief. This character would send out other thieves to do his dirty work. When thieves rob a village they bring their loot back to some kind of base. There the thief lord is in charge. By killing a thief lord you get to take whatever he has taken and if he has been stealing from a town that town will thank you in some way.
Blacksmiths, guards, thieves
blacksmith:
the blacksmith NPC will run a smithy. here he/she (yes some villages might have a female blacksmith. my idea) makes tools, weapons, and armors out of gathered rescources. blacksmiths will have access to a forge letting them have steel to craft with.
you can give blacksmiths: ores/ingots, coal, used tools, used weapons, and used armor
he/she can sell you: ingots, tools, weapons, and armor
lives in a house connected to the smithy.
Forges:
an upgraded version of the furnace. using these you can smelt multiple items at once. (number unknown at current time). its also can be used to semlt and iron and a coal together making steel. forges are usually only owned by blacksmiths since they are semi-hard to make.
recipe
Guards
Basically the human guard dog. These mobs would protect the important buildings in villages. They can equip armor and weapons so beware.
Thieves
Players should get to feel what its like to be robbed also. Thieves will brake into houses and seek out chests. They loot anywhere from 1 to 10 items. The number depends on the thief, and what is taken depends on value. A thief will quickly rob a chest of diamonds instead of feathers.
Currency should be added to streamline trade. The money should go: Copper, Silver, Gold.
The ingots could be turned into coins by either the player or by the village head. (I’d prefer just he village head. The player could give the ingots to the village head.)
Currency would just make trade simple and make items have an easier price. Paying an entire gold ingot for and item does seem like a lot to me.
Since we are getting a lvl system here is what I think. There should be levels based more on actions and the use of items then the item itself. There shouldn’t be a sword lvl because then people use a sword on everything they find and get exp. A player should get exp for how they fight not just fighting. Here is the run down of skills and the bonuses you get with them. I broke it up into categories.
EDIT: i have decided to remove the stats that went with thse skills since they dont affect the game in anyway. I also removed magic since I cannot find a goo way to limit it without a mana system which I do not want to have in the game.
I would like to note that the ability things at the end of a skill are just concepts. I only can think of basic ways these would be used. mostly they just deal extra dmg, cause knockback, stop the enemy from attacking, dodge, or block.
another thing about weapons is that these skills would only affect combat with monsters and NPCs. mobs like cows or pigs still take normal dmg.
Battle skills:
Offensive: (not finished) (one bonus to all weapon skills is damage)
Slashing (sword, knife, broadsword) (parry, disarm)
Stabbing (knife, spear, javelin) (pierce, gouge)
Bashing ( hammer, pick, axe, war axe) (crush, decimate)
Ranged (bow, longbow, blowgun, crossbow.) (volley, snipe)
Stealth (surprise attack) (pounce)
Defensive: (not finished)
Evasion (dodging, rolling) (strafe, flips)
Blocking (shield) (defensive strike, shield attack)
Armor efficiency (armor) (dmg absorption bonus, increased durability)
Stealth (hide) (disappear)
Adventuring Skills:
Travel: (all improve speed)
Sprinting: (running) (less food consumed OR more accurate movement)
Swimming: (diving, swimming) (increased air limit)
Climbing: (climbing) (increased distance climbed)
Sailing: (boating) (increased control)
Stealth: (sneaking) (harder to be detected)
Acrobatics: (jumping) (higher/farther jump)
Gathering skills:(better speed for and bonus to amount gathered for all but taming)
Forestry: (woodcutting)
Quarrying: (mining)
Farming: (harvesting, planting)
Fishing: (hunting underwater, using the fishing rod)
Hunting: (killing animals)
Taming: (training animals) [you gather pets] (pets are stronger and get a bonus based on animal)
new armor and upgrades
Armor repair and shields
Armor repair
Now this isn’t an item but it uses them. many plugins allow people to repair armor and tools using a piece of the material in the item. Armor could now be fixed by using a certain number of materials based on the damage. Iron, gold, steel, and diamond repair would be left to blacksmiths though.
Shields
I have to be honest in Minecraft you have two hands. They both need to be used. Shields can be equipped like armor, but they require using to do anything in combat. The player must press shift to bring up their shield. It is shift because when you are using a shield you need to brace yourself. Shift works nicely for this. Shields either reduce damage or can block a hit.
Shields can be made from wood, wood and leather*, copper, iron, steel, gold. and diamond.
Wood and leather shields are made by crafting a wood shield then putting it in the center of four leather in a diamond shape.
Recipe: ( W= wood or any of the materials B= blank)
new weapons and upgrades
Weapons
I think that swords and bows aren’t enough weapons for an entire town. Personally all of Balkon’s weapons in his mod are great and should be added to the real game. Here is a link:
http://www.minecraftforum.net/topic/211517-173-balkons-weaponmod-v60/
Besides those I have my own ideas: throwing axe, broadsword, long bow, arrow tips (see spoiler)
Throwing axe:
Like Balkon knives they can be thrown or just wielded. Can be made with any material
Recipe: (M= material S= stick B= Blank)
B M B
B S M
B S B
Broadsword:
A longer more powerful sword wielded by knights. They require special crafting. (I am considering an anvil for weapon and armor making, but I’d prefer not to require it so these swords are very odd.
Recipes:
broadsword blade (M= material B= blank)
B M B
B M B
B M B
broadsword handle (M= material S= stick B= blank)
B B B
B M B
B S B
Broadsword (L= blade H= handle B= blank)
B B B
B L B
B H B
Arrows upgraded
Arrows can now be crafted with arrow tips instead of flint. An arrow head is made of: wood, stone, copper, iron, steel, and diamond. Wood arrows do less damage then flint, but are more available.
Recipes:
Arrow head (M= material B= Blank)
B M B
M B M
B B B
This gets you 9 arrow heads. Which add up to 36 arrows. Arrows are still crafted the same, but substitute the flint for the arrow head.
Longbow
Bows also needed some help. Long bows like broadswords are made in pieces then assembled. Longbows increase range and damage. These are harder to craft, but they improve two attributes of the bow while the broadsword improves one of the sword.
(I was considering suggestion that longbows’ bowstrings could snap or be removed like real long bows, but I’m not sure about that. it’s a thought)
Recipes:
Bow Shaft (S= stick H= handle B= blank)
B S S
H B B
B S S
Bowstring (S= string B= blank)
B S S
B B S
B S S
Long bows can be upgraded based on the handle. There are two recipes for the different handles. Stone can’t be used in the bows and neither can gold/silver.
Leather grip handle (better then wood below copper) (S= stick L= leather B= blank)
B S B
L S L
B S B
Handle ( wood, copper, iron, steel, diamond) (S= stick M= material B= blank)
B S B
M S M
B S B
Longbow (S= lb shaft I= bowstring H= handle B= blank)
B S B
H B I
B S B
Crossbow upgrade.
I do love the Balkon cross bow, but I suggest adding copper, steel, and diamond to the recipe for it.
Critical Hits
I will admit crit hits were done very well in the pre release, but with extra weapons come more ways for crits.
thrown weapons can be held "at the ready" to charge to throw. you hold right mouse button just like with the bow.
when jump attacking with a war axe or hammer you do a vertical smashing attack which slows you if you miss your target. the slow lasts only a second or so.
New ores for new items
Chests and storage
Clothes and Armor
Food and Plants
Misc.
Copper: the lowest of metals. Between stone and iron. It can be used for armor, tools/weapons, and is the lowest currency.
Steel: between iron and diamond. Steel is made by blacksmiths who have a forge (another new block) steel is used for tools weapons and armor only.
Silver: very similar to gold in that it isn’t very strong, but it cant be used for any weapons, tools, or armor. (gold shouldn’t be used for those things anyway so this is better)
Lock
The lock is used to make a locked chest. These chests are private, but can still be broken using either an axe or a lock pick.
A locked iron chest can’t be broken without an iron pick (by a thief) and the lock can’t be easily picked.
Recipe: (gunpowder= Redstone)
Locked Chest (locked iron chest)
A chest with a lock. Only the placer can open them.
Just put a lock and some kind of chest next to each other in a crafting grid.
Iron Chest
A chest made of iron. It cant be broken without a pickaxe.
Recipe
chest of drawers
A wooden storage container that stacks vertically to increase space, unlike horizontal chests. Its has the same capacity as a chest and uses just as much wood.
Recipe: has to be exactly like this. (other directions are other recipes)
Keg/barrel
A smaller storage unit that has a lot of aesthetic appeal.
Clothes and wardrobe
Shirts, Pants, other clothing.
Both are non armor equip items. These items would pretty much meld into your “skin” so that you can change your outfits. it’s a nice aesthetic addition. Clothes like this could be bought from the town (you’d get generic clothes like villagers.) or you can make them using wool and dye. Clothes making is a whole other thing though so I won’t go into that suggestion to much.
Wardrobe
a concept I heard about while browsing the mod requests.
link: http://www.minecraftforum.net/topic/528818-req-wardrobechest-of-drawers/page__gopid__6972956
the basic idea was the ability to change skins in game. I love this, but I would limit it only slightly. you can only store a few skins per wardrobe and it takes a few seconds to change the skin. (I assume the game would need a minute to change your skin anyway).
here is my recipe idea for it: (
Apple tree
A wild tree that grows in the forest. Drops apples of course, and is very discreet. Apples trees are semi-rare. If a village has an apple tree they will harvest the apples to make things.
Cocoa tree
A wild tree that grows in the rain forest. Drops cocoa bean, and is semi- discreet. They are very very rare. Villages with cocoa trees will collect the beans and make foods.
Pumkin upgrade.
Pumkins can be made into pies.
Recipe: (requires a pie tin)
Pie tin (lasts forever/ reusable) (copper, iron, or steel) (M= materials B= blank)
Pies (apple, pumpkin, meat) ( slab= tin)
Book upgrade:
Books could now act as multiple things:
1. village history book: tells the history of a village if you are important in the village you can get in it.
2. Quest books: by reading them you get a quest.
3. Journal: write down your own stories or anything. Requires a quill.
Quill: used to write in a book. Runs out and quill turns into feather.
Recipe:
Feather over ink sac.
Lock pick: another pick for minecraft. this one is for breaking into locked chests. lock picks can't be crafted by the player, but can be bought or stolen from thieves.
refined some spelling mistaeks still hunting down others. I'd also love to here more of your ideas.