Those new potions are looking kinda lonely without some icons. I can fix that. Left is repel, middle is attraction and left is awareness (if accepted).
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Don't know if you're still adding suggestions, but my "Potion of Awareness" is a rehash from my old nether villagers thread. Drinking it allows the player to see mobs through walls as a green glow in a 30 block radius. Monster spawner blocks are seen as an orange glow. A splash version used on a hostile mob will detect players from 30 blocks away, rather than the standard 16.
If you end up adding the awareness potion, you don't even have to give me credit for it, because many people suggested this before me. The only original part is the monster spawner thing.
Maybe the luck potion could be made from emeralds? It is green after all.
Also, the cool and scorch potion need icons.
Rollback Post to RevisionRollBack
No, there has never, ever been a sandbox game with a story or ending... except Grand Theft Auto... and Saints Row... and Red Dead Redemption... and Crack Down... and Assassins Creed...
Those new potions are looking kinda lonely without some icons. I can fix that. Left is repel, middle is attraction and left is awareness (if accepted).
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Don't know if you're still adding suggestions, but my "Potion of Awareness" is a rehash from my old nether villagers thread. Drinking it allows the player to see mobs through walls as a green glow in a 30 block radius. Monster spawner blocks are seen as an orange glow. A splash version used on a hostile mob will detect players from 30 blocks away, rather than the standard 16.
If you end up adding the awareness potion, you don't even have to give me credit for it, because many people suggested this before me. The only original part is the monster spawner thing.
Added icons and the Potion of Awareness! Later today I will add two new enchantments. Thanks again 0_Zippy for the wonderful icons and Potion of Awareness, and thank you Twister1134 for your many enchantment ideas and the wonderful banner. Also, thanks for everyone who has supported and helped make my thread that much better!
I love the ideas but I think that immunity potion can be a bit overpowered. I mean ALL the potion effects negated with just one? Maybe it shields you against 2/3 negative effects and then the shield wears out
I love the ideas but I think that immunity potion can be a bit overpowered. I mean ALL the potion effects negated with just one? Maybe it shields you against 2/3 negative effects and then the shield wears out
Well, it also negates the positive potion effects, so if you try using a strength potion, you wouldn't be able to. Therefore, it wouldn't be that OP because you also can not be under the effect of things that can help you in PvP or PvE situations.
Brewed with charcoal (NOT COAL), this black liquid may cause a completely random effect on the user. This potion cannot be made into a splash potion, nor can it be extended with redstone or glowstone powder. Likewise, it cannot be tainted with a fermented spider eye.
All effects are equally random. No effect has a greater chance of happening to the user. Likewise, there is even a chance that nothing will happen when drinking this potion.
You even have a chance to get an extended effect or a more powerful effect of a potion, like instant damage 2, or 8 minutes of fire resistance.
Brewed with charcoal (NOT COAL), this black liquid may cause a completely random effect on the user. This potion cannot be made into a splash potion, nor can it be extended with redstone or glowstone powder. Likewise, it cannot be tainted with a fermented spider eye.
All effects are equally random. No effect has a greater chance of happening to the user. Likewise, there is even a chance that nothing will happen when drinking this potion.
You even have a chance to get an extended effect or a more powerful effect of a potion, like instant damage 2, or 8 minutes of fire resistance.
Ah yes... charcoal... because it adds a very interesting twist to the game, while at the same time, not disrupting the balance of it.
You see, even with all the weapon tiers, sticks still have to be used. In order to get sticks, you have to get them from wood planks, which from there you get from wood itself.
Since coal itself isn't relatively hard to find, an entire block of wood makes 8 sticks, but only one piece of charcoal, and coal/charcoal has a relatively decent burning time for a single piece (one peice can smelt 8 ore, or 8 pieces can smelt a 64 stack), people are more than likely to make sticks out of it than charcoal. While coal and charcoal are technically the same, they cannot stack together.
Having charoal for use in potions would give the player more of an option with wood, either make wooden blocks/sticks, or charcoal. It would make wood slightly more valuable, while giving the player an obstacle of having one or the other. However, to balance this, because wood is not that hard to come by, the potion it creates can't neccessarily be good, else there would be too many of them. It can't be bad either, or there would be no point in creating one.
Therefore, a random potion. A potion that has a chance of saving your life, making it worse, or doing absolutely nothing (other than wasting the potion).
Don't forget, you still need netherwart, so you can't just go random on day one.
Having a potion of enigma makes the game less straight foward, as it adds the chance for a weak player to defeat a strong opponent, while at the same time, allowing a weak opponent to defeat a strong player.
It's a gamble. Wouldn't you like to roll the dice?
Ah yes... charcoal... because it adds a very interesting twist to the game, while at the same time, not disrupting the balance of it.
You see, even with all the weapon tiers, sticks still have to be used. In order to get sticks, you have to get them from wood planks, which from there you get from wood itself.
Since coal itself isn't relatively hard to find, an entire block of wood makes 8 sticks, but only one piece of charcoal, and coal/charcoal has a relatively decent burning time for a single piece (one peice can smelt 8 ore, or 8 pieces can smelt a 64 stack), people are more than likely to make sticks out of it than charcoal. While coal and charcoal are technically the same, they cannot stack together.
Having charoal for use in potions would give the player more of an option with wood, either make wooden blocks/sticks, or charcoal. It would make wood slightly more valuable, while giving the player an obstacle of having one or the other. However, to balance this, because wood is not that hard to come by, the potion it creates can't neccessarily be good, else there would be too many of them. It can't be bad either, or there would be no point in creating one.
Therefore, a random potion. A potion that has a chance of saving your life, making it worse, or doing absolutely nothing (other than wasting the potion).
Don't forget, you still need netherwart, so you can't just go random on day one.
Having a potion of enigma makes the game less straight foward, as it adds the chance for a weak player to defeat a strong opponent, while at the same time, allowing a weak opponent to defeat a strong player.
It's a gamble. Wouldn't you like to roll the dice?
Gah, just refreshed the page and lost all my work. Lemme re-write.
I think the potion of luck could use tall grass or maybe a new crafting recipe 4 tall grass - > 4 Leaf Clover or just random clovers scattered around minecraft.
I think these 3 potions should be added.
Potion of Respiration:
Brewing: Mundane Potion + Ink Sac
Allows you to breath underwater for 2 minutes. Respiration II allows faster mining but only a minute and a half. Respiration Extended allows 8 minutes just like fire resistance.
- Can be brewed with gunpowder
- Can be brewed with glowstone
- Can be brewed with redstone
Potion of Destruction
Brewing: Potion of Scorching + Fire Charge
When drunk, an explosion is created where you are. Splash potions change the location of the damage. All mobs and players in the blast radius are set on fire. Destruction II lights 3-4 blocks on fire.
- Can be brewed with gunpowder
- Can be brewed with glowstone
I don't like destruction, honestly. Respiration...maybe.
When thrown as a spash potion, all nearby mobs, even passive and neutral, will attack the nearest mob, even if it is you. They will ignore all other mobs until the target is either dead, or another mob is closer.
This potion can not be tainted with a fermented spider eye.
Potion of Day. Brewed with a clock.
When consumed, this potion turns the world into day time, where the sun is directly above the player. It has no lasting effects on the player. This potion cannot be extended with redstone or glowstone dust, nor can it be made into a splash potion. When brewed with a fermented spider eye, you get...
Potion of Night. Potion of Day + Fermented Spider Eye.
When consumed, this potion turns the world into night time, where the moon is directly above the player. Brewing behavior is similar to potion of day.
Sword Enchantment, Master (a reference to the legend of zelda)... conflicts with sharpness, smite, and bane of anthropods.
Sword does between 0.5 to 2 hearts of damage per level to any mob, only when you are at full health and hunger. Extra damage is random every hit. Goes up to level 5.
When thrown as a spash potion, all nearby mobs, even passive and neutral, will attack the nearest mob, even if it is you. They will ignore all other mobs until the target is either dead, or another mob is closer.
This potion can not be tainted with a fermented spider eye.
Potion of Day. Brewed with a clock.
When consumed, this potion turns the world into day time, where the sun is directly above the player. It has no lasting effects on the player. This potion cannot be extended with redstone or glowstone dust, nor can it be made into a splash potion. When brewed with a fermented spider eye, you get...
Potion of Night. Potion of Day + Fermented Spider Eye.
When consumed, this potion turns the world into night time, where the moon is directly above the player. Brewing behavior is similar to potion of day.
Sword Enchantment, Master (a reference to the legend of zelda)... conflicts with sharpness, smite, and bane of anthropods.
Sword does between 0.5 to 2 hearts of damage per level to any mob, only when you are at full health and hunger. Extra damage is random every hit. Goes up to level 5.
I don't really like the Rage potion, and the Day and Night potions...I don't know, perhaps a bit OP. And as much as I love Legend of Zelda, I think Master shouldn't be included. I don't know, I'm not interested in them. Sorry.
Forget the Potions, they still need to add Potions for the pre-existing but unused effects: Leaping (jump height), Haste (mining speed +), Water Breathing, Resistance (damage taken -), Nausea (Nether Portal's view effect), Hunger, Mining Fatigue (mining speed -), and Blindness (Bedrock-level fog at all elevations). Night Vision and Invisibility are in the works, but don't you think some of those others should be implemented before adding new effects?
The enchantments are another matter entirely, and I'm listing out my thoughts on all of them.
Unbreaking on Swords, Shears and Hoes- I've long wanted to see this, but sadly I don't think they'll allow us to extend Sword durability.
Resistance - interesting idea, but they seem to prefer Enchantments with multiple levels - perhaps +10% blocked per level, capping at Resistance (I think "Parrying" would be better) III?
Leech - people seem wary of this idea, but 5% chance for each and the two not allowed to activate at the same time seems a fair balance.
Brisk - another new idea, sounds like a good way to "bring back" the pre-1.8 Bows without actually bringing them back. Would also be quite handy fighting the Enderdragon, especially if you have the (miraculous) luck to get it with Infinity on the same Bow.
Spread - I'm sorry, but I don't like this one. Arrow supply issues (what does it do if you don't have enough left for its full spread?), aiming issues, this just doesn't sound like a good idea to me.
Smelting - Forget it, this has been suggested to hell and back already. And even if it were added, every Pick+Shovel Enchantment can also be on an Axe - Unbreaking and Efficiency are the same as with the other two tools; Fortune affects Nether Wart, Melons, Grass, and Wheat (Seeds); and the Huge Mushroom Blocks (Silk Touch) are mined best with the Axe. So why couldn't a Smelting Axe give you Charcoal from Wood?
Knockback Resistance - this could probably have a better name, but I like part of it. The part I don't like is that you say it should only have one level - notice how all the Protection Enchantments go up to level IV? Also, since it doesn't actually mitigate damage, I don't see why it should conflict with the other Protection Enchantments (which you may be interested to know that the game classifies Feather Falling as).
Char - I would just love to see this, I'm really irked that Chestplates and Leggings have no unique Enchantments like Helmets and Boots.
Endurance - same as above, a Leggings Enchantment of any sort that isn't totally broken is more than welcome in my book; my only issue with this one is that breaking blocks, attacking, and taking damage also deplete hunger, so it's not entirely in the legs.
Extracting - this just wouldn't work, when Shears are used to break a Leaf Block they already drop themselves (and in my experience nothing else), and after that one snapshot we're back to Apples being the only non-Sapling Leaf drop. Nice try, but not one of your better ideas.
Shepherd - unlike the above, this sounds good, if a little redundant - as an alternative they could just tweak Fortune and allow it to apply to Shears. Then again, neither Fortune nor Looting quite fit this usage, so I guess it would also work as its own Enchantment (though it should only increase the Wool drop's maximum, not its minimum - remember why they nerfed that after allowing it to regrow).
Irrigation - interesting effect, but ultimately not useful enough - they'll hydrate over time anyway, after all.
Strive - This would require that the game keep track of the Strive level the block was tilled with - unless they add metadata for different Farmland block types, I don't see that, and thus this, happening. Then again... that metadata thing would actually make this relatively doable, it seems to me.
A parting note or two: If Irrigation and Strive were made to conflict, and Irrigation were tweaked so that 1) it added its own metadata-Farmland, and 2) the block has a reduced chance per-tick of dehydrating (-25% per level, meaning Irrigation IV Farmland never dehydrates) and (maybe) they always start out hydrated... those Hoe Enchantments sound pretty good. I say they should conflict because I don't think metadata can exceed 16... WAIT. If the regular Farmland block remained the same, Strive capped at IV instead of V (with respect to the new percent cap, they seem to prefer percent multiples of 25 over multiples of 10 anyway), and the "Enchanted Farmland" got its own new block, 4 Strive levels multiplied by 4 Irrigation levels equals exactly 16! That could work! Just imagine, not only would this allow farms in the Nether, it would allow turbo-farms both there and the Overworld. This could change the game. Also, I don't think it's possible for an item to have more than 4 Enchantments on it (not without external software anyhow), so bear that in mind.
Rollback Post to RevisionRollBack
GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Sure. However I think it needs a better name.
Name suggestions...
Fencing
Stab
Herobrine... LOL JK
Reach
Length
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Don't know if you're still adding suggestions, but my "Potion of Awareness" is a rehash from my old nether villagers thread. Drinking it allows the player to see mobs through walls as a green glow in a 30 block radius. Monster spawner blocks are seen as an orange glow. A splash version used on a hostile mob will detect players from 30 blocks away, rather than the standard 16.
If you end up adding the awareness potion, you don't even have to give me credit for it, because many people suggested this before me. The only original part is the monster spawner thing.
Also, the cool and scorch potion need icons.
Thanks! I guess I'll add the Potion of Awareness.
The Cooling and Scorch potion doesn't give off an effect. It simply removes fire(cooling) or set mobs/players on fire(scorching)
Well, it also negates the positive potion effects, so if you try using a strength potion, you wouldn't be able to. Therefore, it wouldn't be that OP because you also can not be under the effect of things that can help you in PvP or PvE situations.
Brewed with charcoal (NOT COAL), this black liquid may cause a completely random effect on the user. This potion cannot be made into a splash potion, nor can it be extended with redstone or glowstone powder. Likewise, it cannot be tainted with a fermented spider eye.
All effects are equally random. No effect has a greater chance of happening to the user. Likewise, there is even a chance that nothing will happen when drinking this potion.
You even have a chance to get an extended effect or a more powerful effect of a potion, like instant damage 2, or 8 minutes of fire resistance.
Interesting, but I have a question, why Charcoal?
Ah yes... charcoal... because it adds a very interesting twist to the game, while at the same time, not disrupting the balance of it.
You see, even with all the weapon tiers, sticks still have to be used. In order to get sticks, you have to get them from wood planks, which from there you get from wood itself.
Since coal itself isn't relatively hard to find, an entire block of wood makes 8 sticks, but only one piece of charcoal, and coal/charcoal has a relatively decent burning time for a single piece (one peice can smelt 8 ore, or 8 pieces can smelt a 64 stack), people are more than likely to make sticks out of it than charcoal. While coal and charcoal are technically the same, they cannot stack together.
Having charoal for use in potions would give the player more of an option with wood, either make wooden blocks/sticks, or charcoal. It would make wood slightly more valuable, while giving the player an obstacle of having one or the other. However, to balance this, because wood is not that hard to come by, the potion it creates can't neccessarily be good, else there would be too many of them. It can't be bad either, or there would be no point in creating one.
Therefore, a random potion. A potion that has a chance of saving your life, making it worse, or doing absolutely nothing (other than wasting the potion).
Don't forget, you still need netherwart, so you can't just go random on day one.
Having a potion of enigma makes the game less straight foward, as it adds the chance for a weak player to defeat a strong opponent, while at the same time, allowing a weak opponent to defeat a strong player.
It's a gamble. Wouldn't you like to roll the dice?
Mmm. Ok. You made me want to include it.
Mobs drop double XP but rarely drops items. Level 2, mobs drop triple XP but never drop items.
Eh. I don't know.
I don't like destruction, honestly. Respiration...maybe.
Feeback would be greatly appreciated!
When consumed, this potion does nothing.
When thrown as a spash potion, all nearby mobs, even passive and neutral, will attack the nearest mob, even if it is you. They will ignore all other mobs until the target is either dead, or another mob is closer.
This potion can not be tainted with a fermented spider eye.
Potion of Day. Brewed with a clock.
When consumed, this potion turns the world into day time, where the sun is directly above the player. It has no lasting effects on the player. This potion cannot be extended with redstone or glowstone dust, nor can it be made into a splash potion. When brewed with a fermented spider eye, you get...
Potion of Night. Potion of Day + Fermented Spider Eye.
When consumed, this potion turns the world into night time, where the moon is directly above the player. Brewing behavior is similar to potion of day.
Sword Enchantment, Master (a reference to the legend of zelda)... conflicts with sharpness, smite, and bane of anthropods.
Sword does between 0.5 to 2 hearts of damage per level to any mob, only when you are at full health and hunger. Extra damage is random every hit. Goes up to level 5.
I don't really like the Rage potion, and the Day and Night potions...I don't know, perhaps a bit OP. And as much as I love Legend of Zelda, I think Master shouldn't be included. I don't know, I'm not interested in them. Sorry.
Thanks
The enchantments are another matter entirely, and I'm listing out my thoughts on all of them.
Unbreaking on Swords, Shears and Hoes- I've long wanted to see this, but sadly I don't think they'll allow us to extend Sword durability.
Resistance - interesting idea, but they seem to prefer Enchantments with multiple levels - perhaps +10% blocked per level, capping at Resistance (I think "Parrying" would be better) III?
Leech - people seem wary of this idea, but 5% chance for each and the two not allowed to activate at the same time seems a fair balance.
Brisk - another new idea, sounds like a good way to "bring back" the pre-1.8 Bows without actually bringing them back. Would also be quite handy fighting the Enderdragon, especially if you have the (miraculous) luck to get it with Infinity on the same Bow.
Spread - I'm sorry, but I don't like this one. Arrow supply issues (what does it do if you don't have enough left for its full spread?), aiming issues, this just doesn't sound like a good idea to me.
Smelting - Forget it, this has been suggested to hell and back already. And even if it were added, every Pick+Shovel Enchantment can also be on an Axe - Unbreaking and Efficiency are the same as with the other two tools; Fortune affects Nether Wart, Melons, Grass, and Wheat (Seeds); and the Huge Mushroom Blocks (Silk Touch) are mined best with the Axe. So why couldn't a Smelting Axe give you Charcoal from Wood?
Knockback Resistance - this could probably have a better name, but I like part of it. The part I don't like is that you say it should only have one level - notice how all the Protection Enchantments go up to level IV? Also, since it doesn't actually mitigate damage, I don't see why it should conflict with the other Protection Enchantments (which you may be interested to know that the game classifies Feather Falling as).
Char - I would just love to see this, I'm really irked that Chestplates and Leggings have no unique Enchantments like Helmets and Boots.
Endurance - same as above, a Leggings Enchantment of any sort that isn't totally broken is more than welcome in my book; my only issue with this one is that breaking blocks, attacking, and taking damage also deplete hunger, so it's not entirely in the legs.
Extracting - this just wouldn't work, when Shears are used to break a Leaf Block they already drop themselves (and in my experience nothing else), and after that one snapshot we're back to Apples being the only non-Sapling Leaf drop. Nice try, but not one of your better ideas.
Shepherd - unlike the above, this sounds good, if a little redundant - as an alternative they could just tweak Fortune and allow it to apply to Shears. Then again, neither Fortune nor Looting quite fit this usage, so I guess it would also work as its own Enchantment (though it should only increase the Wool drop's maximum, not its minimum - remember why they nerfed that after allowing it to regrow).
Irrigation - interesting effect, but ultimately not useful enough - they'll hydrate over time anyway, after all.
Strive - This would require that the game keep track of the Strive level the block was tilled with - unless they add metadata for different Farmland block types, I don't see that, and thus this, happening. Then again... that metadata thing would actually make this relatively doable, it seems to me.
A parting note or two: If Irrigation and Strive were made to conflict, and Irrigation were tweaked so that 1) it added its own metadata-Farmland, and 2) the block has a reduced chance per-tick of dehydrating (-25% per level, meaning Irrigation IV Farmland never dehydrates) and (maybe) they always start out hydrated... those Hoe Enchantments sound pretty good. I say they should conflict because I don't think metadata can exceed 16... WAIT. If the regular Farmland block remained the same, Strive capped at IV instead of V (with respect to the new percent cap, they seem to prefer percent multiples of 25 over multiples of 10 anyway), and the "Enchanted Farmland" got its own new block, 4 Strive levels multiplied by 4 Irrigation levels equals exactly 16! That could work! Just imagine, not only would this allow farms in the Nether, it would allow turbo-farms both there and the Overworld. This could change the game. Also, I don't think it's possible for an item to have more than 4 Enchantments on it (not without external software anyhow), so bear that in mind.
GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Check out my Metroid Door and Custom Potions!