The recent snapshot has added Enchantable Books to the game. They work similarly to this suggestion, but are still quite bland and frankly, underpowered.
The purpose of this suggestion is no longer to suggest -adding- Enchantable Rubies, but instead either 1: replacing the Enchantable Books or 2: Going alongside the enchantable books, but being much more useful/powerful to promote it's usage.
Thank you for reading- this will help you, me, and the mods a bunch on this threads future.
First off, Rarity. (Not the marshmallow with purple hair)
Rubies will be just as rare as Emerald underground. They will only be found in the "River" biome, which is just a river, but technically a biome in the code. Simply mine underneath rivers and you can find them from layer 60 through 48.
What can they actually be used for?
I'll tell you what. Enchanting.
The enchanting table will now have 2 slots under the book.
One for the enchanted item, and one for the enchantment specifier.
What does this mean? You can enchant a pick in the first slot, but if
you put a sword in the second slot will give the pick Sword enchantments.
This way, you can give your pick Fire Aspect if you really wanted it.
The "Give X enchants to Y tool I just talked about is very controversial. If you would agree with this if it didn't have that system, please say so instead of saying you disagree completely. I am thinking of revising it.
So what does this have to do with Rubies?
Ruby gems can be enchanted now.
What I mean by this is that if you put, say, a Gold Pickaxe in the second slot,
and a ruby in the first, you can give the ruby a Pickaxe related enchantment, with Gold strength.
When you want, you can put THIS ruby in the second slot, and a diamond pickaxe in the first
slot, and your diamond pickaxe can get Gold level enchantments off the ruby.
The ruby is used up afterwards, so you can't make a "library"
of enchantments by using assorted rubies over and over.
So, in the simplest way I can put it, the Ruby Gem can store an Enchantment.
Rubies cannot stack once they're enchanted, and normal rubies can only
receive one enchantment. However, crafting a ruby with a Ghast Tear will
give you an Eye of Nether. Eyes of Nether can store up to 3 enchantments, rather
than one. They can also be used to track down Nether Fortresses, if you happen
to forget where one is or need to find a new one.
This is a sprite of the Eye of Nether.
TL;DR:
Ruby Gems can store enchantments which can be added to tools at will, and with discretion.
The Enchanting table will receive an update where you can use 2 slots to specify an enchantment
type to give to a tool type. Ruby gems can be crafted with Blaze Powder to create an Eye of Nether.
These Eyes of Nether can hold 3 enchantments at a time, compared to a Ruby Gem's 1.
If you need to find more than one Nether fortress, or forget where one is, you can use an
Eye of Nether to track down Nether Fortresses. Just don't throw them near lava
Technically, the river is a sub-biome. But they should just be rarely seen in the earth of riverbeds, instead of mining. At least this isn't just ME WANT RUBIES suggestion. I've always thought that the emeralds were a bit alone because theyre the only sparkly ornamental gem in Minecraft.
Rollback Post to RevisionRollBack
I haven't even bought MineCraft, I don't have the money...
I'd say forget the specifier slot and just let rubies have all enchantments to begin with. I mean, what would happen if you put a pair of boots in the specifier slot and ended up with a shovel that had featherfall?
Crafting an enchantable item other than a ruby with the ruby would output that item with any enchantments on the ruby, the ruby would stay in the crafting grid similar to buckets and cake. This could only happen if the ruby held an enchantment that the item could have. A nether eye with multiple enchantments belonging to different item sets would be treated as if it only had the applicable enchantment(s). The damage value of the item would stay the same.
All enchantments on the ruby would have a chance to degrade, reducing them by one level. If they were already level one they would be removed. (I'd suggest considering this even if you stick with the specifier slot.)
Example: I enchant a nether eye with fire aspect, sharpness 2, and aqua affinity.
I craft it with a sword, and the sword is enchanted with fire aspect and sharpness 2. The game randomly decides if fire aspect and sharpness 2 should degrade, ignoring aqua affinity because it was not used. Sharpness 2 degrades to sharpness 1, but fire aspect is untouched.
I then craft the ruby with a helmet. The helmet gets aqua affinity and the game checks if aqua affinity should degrade. Again, ignoring fire aspect and sharpness 1 because they were not used. Aqua affinity degrades, causing the nether eye to only have sharpness 1 and fire aspect.
You should be able to specify what tool type you enchant the ruby with(armour or tool) and then you can use the ruby for only the type of thing specified for.
I'd say forget the specifier slot and just let rubies have all enchantments to begin with. I mean, what would happen if you put a pair of boots in the specifier slot and ended up with a shovel that had featherfall?
Crafting an enchantable item other than a ruby with the ruby would output that item with any enchantments on the ruby, the ruby would stay in the crafting grid similar to buckets and cake. This could only happen if the ruby held an enchantment that the item could have. A nether eye with multiple enchantments belonging to different item sets would be treated as if it only had the applicable enchantment(s). The damage value of the item would stay the same.
All enchantments on the ruby would have a chance to degrade, reducing them by one level. If they were already level one they would be removed. (I'd suggest considering this even if you stick with the specifier slot.)
Example: I enchant a nether eye with fire aspect, sharpness 2, and aqua affinity.
I craft it with a sword, and the sword is enchanted with fire aspect and sharpness 2. The game randomly decides if fire aspect and sharpness 2 should degrade, ignoring aqua affinity because it was not used. Sharpness 2 degrades to sharpness 1, but fire aspect is untouched.
I then craft the ruby with a helmet. The helmet gets aqua affinity and the game checks if aqua affinity should degrade. Again, ignoring fire aspect and sharpness 1 because they were not used. Aqua affinity degrades, causing the nether eye to only have sharpness 1 and fire aspect.
1. Enchantments of different tool/armor types cannot go on the same Eye of Nether. You can't enchant one item twice, so I don't see how that would be possible. Eyes of Nether and rubies require
a specifying item. Sorry for not clarifying that.
2. Because only helmet enchantments can be store on one eye of nether at the same time as eachother,
there would be no point to use that eye/ruby on a sword. Also, if one DOES try to put Feather Falling on a sword, they simply get the Feather Falling protection when their sword is in their hand, but you would have to sacrifice the Sword related enchantments in order to have the Helmet enchants in the first place. Why?Again. Because you can't enchant one item twice.
The example I gave was for an alternate form of your idea that didn't include a specifier slot.
Just wondering, but can you use rubies over and over again? If not, I don't see much point in using them at all. If so, might I suggest adding some kind of enchantment degradation system?
Rollback Post to RevisionRollBack
You have just started
To read the haiku that you
Just finished reading
This is, I think, one of the best suggestions I have seen for being able to get specific enchantments on a tool.
The random element is still a factor.
The material needed to get specific enchantments is not easily obtained.
Your overall experience cost to get specific enchantments is higher, while still potentially being more cost effective than trying over and over to get what you want...meaning that it's never perfectly cost effective (there is always a chance of getting exactly what you want on the first try anyway) but is still desirable for getting rare outcomes.
This is, I think, one of the best suggestions I have seen for being able to get specific enchantments on a tool.
The random element is still a factor.
The material needed to get specific enchantments is not easily obtained.
Your overall experience cost to get specific enchantments is higher, while still potentially being more cost effective than trying over and over to get what you want...meaning that it's never perfectly cost effective (there is always a chance of getting exactly what you want on the first try anyway) but is still desirable for getting rare outcomes.
Thanks, I've made a few rather crappy posts lately, so hopefully this is some redemption.
Rollback Post to RevisionRollBack
You have 2 choices: +1 me with your computer,
or -1 me with your mind. One of them is less frustrating.
The example I gave was for an alternate form of your idea that didn't include a specifier slot.
Just wondering, but can you use rubies over and over again? If not, I don't see much point in using them at all. If so, might I suggest adding some kind of enchantment degradation system?
Sorry, you can't use a Ruby or Eye of Nether more than once. This is to prevent players stockpiling different enchantments into a "library" making the system no longer random.
You should be able to specify what tool type you enchant the ruby with(armour or tool) and then you can use the ruby for only the type of thing specified for.
Technically, the river is a sub-biome. But they should just be rarely seen in the earth of riverbeds, instead of mining. At least this isn't just ME WANT RUBIES suggestion. I've always thought that the emeralds were a bit alone because theyre the only sparkly ornamental gem in Minecraft.
If it was a sub-biome, it would say something like "Plains-river" or "Forest-river". Thats why the Hills biomes are considered subbiomes.
Also, thanks for complementing my ideas. I usually don't like to post I WANT posts, because they're the reason Mojang has all but discarded this forum.
I mean, it's so useful in so many ways. Plus, to balance it, it's just as rare as Emerald. So stupid! Plus a rocking Eye of Nether that looks insanely beast and very useful? Ugh, give me a break. This actually takes Enchanting to the next level. Ugh.
If you didn't see the sarcasm in this, then I think this is one hell of a good idea. I support!
The recent snapshot has added Enchantable Books to the game.
They work similarly to this suggestion, but are still quite bland and frankly, underpowered.
The purpose of this suggestion is no longer to suggest -adding- Enchantable Rubies, but
instead either 1: replacing the Enchantable Books or 2: Going alongside the enchantable books, but being much more useful/powerful to promote it's usage.
Thank you for reading- this will help you, me, and the mods a bunch on this threads future.
---------------------------------------------------------------------------------------------------------------------------------
First off, Rarity. (Not the marshmallow with purple hair)
Rubies will be just as rare as Emerald underground. They will only be found in the "River" biome, which is just a river, but technically a biome in the code. Simply mine underneath rivers and you can find them from layer 60 through 48.
What can they actually be used for?
I'll tell you what. Enchanting.
The enchanting table will now have 2 slots under the book.
One for the enchanted item, and one for the enchantment specifier.
What does this mean? You can enchant a pick in the first slot, but if
you put a sword in the second slot will give the pick Sword enchantments.
This way, you can give your pick Fire Aspect if you really wanted it.
The "Give X enchants to Y tool I just talked about is very controversial.
If you would agree with this if it didn't have that system, please say so
instead of saying you disagree completely. I am thinking of revising it.
So what does this have to do with Rubies?
Ruby gems can be enchanted now.
What I mean by this is that if you put, say, a Gold Pickaxe in the second slot,
and a ruby in the first, you can give the ruby a Pickaxe related enchantment, with Gold strength.
When you want, you can put THIS ruby in the second slot, and a diamond pickaxe in the first
slot, and your diamond pickaxe can get Gold level enchantments off the ruby.
The ruby is used up afterwards, so you can't make a "library"
of enchantments by using assorted rubies over and over.
So, in the simplest way I can put it, the Ruby Gem can store an Enchantment.
Rubies cannot stack once they're enchanted, and normal rubies can only
receive one enchantment. However, crafting a ruby with a Ghast Tear will
give you an Eye of Nether. Eyes of Nether can store up to 3 enchantments, rather
than one. They can also be used to track down Nether Fortresses, if you happen
to forget where one is or need to find a new one.
This is a sprite of the Eye of Nether.
TL;DR:
Ruby Gems can store enchantments which can be added to tools at will, and with discretion.
The Enchanting table will receive an update where you can use 2 slots to specify an enchantment
type to give to a tool type. Ruby gems can be crafted with Blaze Powder to create an Eye of Nether.
These Eyes of Nether can hold 3 enchantments at a time, compared to a Ruby Gem's 1.
If you need to find more than one Nether fortress, or forget where one is, you can use an
Eye of Nether to track down Nether Fortresses. Just don't throw them near lava
or -1 me with your mind. One of them is less frustrating.
Crafting an enchantable item other than a ruby with the ruby would output that item with any enchantments on the ruby, the ruby would stay in the crafting grid similar to buckets and cake. This could only happen if the ruby held an enchantment that the item could have. A nether eye with multiple enchantments belonging to different item sets would be treated as if it only had the applicable enchantment(s). The damage value of the item would stay the same.
All enchantments on the ruby would have a chance to degrade, reducing them by one level. If they were already level one they would be removed. (I'd suggest considering this even if you stick with the specifier slot.)
Example: I enchant a nether eye with fire aspect, sharpness 2, and aqua affinity.
I craft it with a sword, and the sword is enchanted with fire aspect and sharpness 2. The game randomly decides if fire aspect and sharpness 2 should degrade, ignoring aqua affinity because it was not used. Sharpness 2 degrades to sharpness 1, but fire aspect is untouched.
I then craft the ruby with a helmet. The helmet gets aqua affinity and the game checks if aqua affinity should degrade. Again, ignoring fire aspect and sharpness 1 because they were not used. Aqua affinity degrades, causing the nether eye to only have sharpness 1 and fire aspect.
To read the haiku that you
Just finished reading
1. Enchantments of different tool/armor types cannot go on the same Eye of Nether. You can't enchant one item twice, so I don't see how that would be possible. Eyes of Nether and rubies require
a specifying item. Sorry for not clarifying that.
2. Because only helmet enchantments can be store on one eye of nether at the same time as eachother,
there would be no point to use that eye/ruby on a sword. Also, if one DOES try to put Feather Falling on a sword, they simply get the Feather Falling protection when their sword is in their hand, but you would have to sacrifice the Sword related enchantments in order to have the Helmet enchants in the first place. Why?Again. Because you can't enchant one item twice.
Hope that clears it up
or -1 me with your mind. One of them is less frustrating.
Just wondering, but can you use rubies over and over again? If not, I don't see much point in using them at all. If so, might I suggest adding some kind of enchantment degradation system?
To read the haiku that you
Just finished reading
You sir, deserve a golden star.
Thanks, I've made a few rather crappy posts lately, so hopefully this is some redemption.
or -1 me with your mind. One of them is less frustrating.
Thank you!
Sorry, you can't use a Ruby or Eye of Nether more than once. This is to prevent players stockpiling different enchantments into a "library" making the system no longer random.
That sounds less controversial, sounds good.
If it was a sub-biome, it would say something like "Plains-river" or "Forest-river". Thats why the Hills biomes are considered subbiomes.
Also, thanks for complementing my ideas. I usually don't like to post I WANT posts, because they're the reason Mojang has all but discarded this forum.
or -1 me with your mind. One of them is less frustrating.
Posted it!
or -1 me with your mind. One of them is less frustrating.
and there are no rubys in minecraft. you mean emeralds which wood make eyes of nether? and then you fight the nethener dragon?
No. Not sure if serious or trolling.
Rubies are in the Minecraft files, but they are unimplemented.
or -1 me with your mind. One of them is less frustrating.
so u want to improve the files and add rubys into minecraft, the make eye of nether with them?
He didn't say anything about a nether dragon.
its staring into my soul!!!!!
That means it's working!!!
I mean, it's so useful in so many ways. Plus, to balance it, it's just as rare as Emerald. So stupid! Plus a rocking Eye of Nether that looks insanely beast and very useful? Ugh, give me a break. This actually takes Enchanting to the next level. Ugh.
If you didn't see the sarcasm in this, then I think this is one hell of a good idea. I support!