The basic premise of this idea is to allow the enchanting system to also include some utility blocks which may be used by the player. For example, allowing the player to create an "enchanted anvil". Enchantments may range from affecting the performance of some blocks to modifying their behaviors. This may be a potential alternative to creating many additional blocks which have commonly been requested. The costs for enchanting blocks may be slightly steeper, as many utility blocks do not have durability. Giving a stack of blocks wouldn't offer a discount, but could be used to ensure several blocks have the same enchantments.
Enchanted blocks lose their enchantments when mined.
Some arbitrary examples;
Anvil:
Synth 1: Allow one repaired weapon with enchantments to "pass on" level 1 enchantments
Synth 2-3: Allow both repaired weapons with enchantments to "pass on" level X enchantments (X being the Synth Level)
Synth 4: The best (compatible) enchantments from both weapons.
Craftsmanship 1-3: Give a 20%, 30% or 40% repair bonus instead of the regular 10% bonus.
Infuse Durability: Applicable repaired items will always have at least the lowest durability enchantment.
Alchemic forge: Allow the repair of valuable items with less valuable items; e.g. repair a diamond sword with a wood sword, or iron armor with leather armor.
Redstone Lamp:
Shining Light 1: At night / in caves & lit, attracts the weakest mobs - Zombies, Skeletons, Bats
Shining Light 2: At night / in caves& lit, attract mid-level mobs - Spiders, Creepers, Pigmen, etc.
Shining Light 3: At night / in caves& lit, attract tougher mobs - Endermen, Jockeys, Slimes...
Glaring Light 1-3: Reverse of shining light - repelling mobs, similar to the creeper/cat relationship.
Night Light: Will activate at night.
Light Catcher: During the day, it will power redstone.
Border Guard 1-5: When hostile mobs are near the lamp, arrows will curve trajectory to hit the nearest target. Level determines the radius of effect (and accuracy); Should still work on dispensed arrows.
Landmark: Attract wanderers into the village. (If in the confines of a village with 2- villagers, will occasionally spawn a villager outside the boundaries to wander in)
Cauldron:
Overflowing: 60% chance that the water level will not go down when used.
Bottomless: Always full.
Chest:
Spacious: Allows a single-wide chest to act as a double-wide chest.
Private: The chest is locked to other players than the enchanter. Availability may need to be toggled to account for singleplayer/multiplayer.
Alive & Hungry: If an entity or drop is placed on or in front of the chest, it will run a "chewing" animation and collect the drop.
Furnace:
Effiency 1-4: Burns the fuel 10, 15, 20 or 30% slower, relative to level.
Kiln 1-4: Cooks rock 10, 15, 20 0r 30% faster, relative to level.
Iron Door:
Doorman: (Note: Instead of a glow, it may have a "face knocker"), the door will automatically open for your and villagers without redstone; But will slam shut if hostile mobs are within a few blocks.
Secret: When closed, the "out" side of the door will assume the texture of the block the door sits on.
Dispenser:
Endless Ammo: If an arrow, snowball, firecharge or splash bottle is placed into the dispenser and fired it will never run out.
Incubator: Eggs fired from the dispenser will always hatch one chicken, with a 1/8th chance of spawning 4.
Assembler: "Endless Ammo" for boats or minecarts.
Crafting Table:
[item-type X] [feature Y] 1-4: Has a 10, 15, 20 or 30% chance (relative to level) to enchant items of type X with level 1 enchantment Y. E.g. "Tool Efficency 4" has a 40% chance of making tools with efficency 1. "Sword Sharpness 2" has a 20% chance of making swords with sharpness 1. There may be a further chance that 1 in 8 enchantments might get a max-level enchantment. This would give the crafting table ~17 potential enchantments for tools and armor.
TNT:
Instability 1-5: Event moment an ajacent block is being mined, the TNT has a chance of triggering, level one being the least "touchy" and level 5 being a near-guarentee of detonation. (note: using the correct tool on an ajacent block lowers the time/probablity of seting the TNT off)
Strength 1-4: Increases blast radius 1 block for each level.
Again, these are examples; Very different enchantments could be used, but the overall idea is being able to enchant more than just weapons, tools and armor.
Great ideas!
Also, the wood door should have an enchantment that makes it as tough as an iron door, and unbreakable by zombies or mild explosions - of course this would be very expensive.
And:
-Blast Resistance: increases blast resistance of the block enchanted.
-Fireproof: flammable items with this enchantment take longer to burn (level 1-2) or won't burn at all (level 3 orso)
-Smoldering: sets all nearby flammable blocks on fire. Can be enchanted on Netherrack to make an infinite fireplace.
Excellent ideas! Actually, some of these enchants sound like they'd make good items, really. For example, the "light catcher" enchant for the redstone lamp.
I like the idea, a whole lot actually. But the problem is getting blocks to keep enchantments when they're placed down. If you rename a block using an anvil, it doesn't keep the name you give it once you place it down, and I it wouldn't for enchantments either. Getting it to do so would certainly be worth it however. I'm no coding genius, but I'm sure it's possible somehow.
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Enchanted blocks lose their enchantments when mined.
Some arbitrary examples;
Anvil:
- Synth 1: Allow one repaired weapon with enchantments to "pass on" level 1 enchantments
- Synth 2-3: Allow both repaired weapons with enchantments to "pass on" level X enchantments (X being the Synth Level)
- Synth 4: The best (compatible) enchantments from both weapons.
- Craftsmanship 1-3: Give a 20%, 30% or 40% repair bonus instead of the regular 10% bonus.
- Infuse Durability: Applicable repaired items will always have at least the lowest durability enchantment.
- Alchemic forge: Allow the repair of valuable items with less valuable items; e.g. repair a diamond sword with a wood sword, or iron armor with leather armor.
Redstone Lamp:- Shining Light 1: At night / in caves & lit, attracts the weakest mobs - Zombies, Skeletons, Bats
- Shining Light 2: At night / in caves& lit, attract mid-level mobs - Spiders, Creepers, Pigmen, etc.
- Shining Light 3: At night / in caves& lit, attract tougher mobs - Endermen, Jockeys, Slimes...
- Glaring Light 1-3: Reverse of shining light - repelling mobs, similar to the creeper/cat relationship.
- Night Light: Will activate at night.
- Light Catcher: During the day, it will power redstone.
- Border Guard 1-5: When hostile mobs are near the lamp, arrows will curve trajectory to hit the nearest target. Level determines the radius of effect (and accuracy); Should still work on dispensed arrows.
- Landmark: Attract wanderers into the village. (If in the confines of a village with 2- villagers, will occasionally spawn a villager outside the boundaries to wander in)
Cauldron:- Overflowing: 60% chance that the water level will not go down when used.
- Bottomless: Always full.
Chest:- Spacious: Allows a single-wide chest to act as a double-wide chest.
- Private: The chest is locked to other players than the enchanter. Availability may need to be toggled to account for singleplayer/multiplayer.
- Alive & Hungry: If an entity or drop is placed on or in front of the chest, it will run a "chewing" animation and collect the drop.
Furnace:- Effiency 1-4: Burns the fuel 10, 15, 20 or 30% slower, relative to level.
- Roasting 1-4: Cooks food 10, 15, 20 0r 30% faster, relative to level.
- Smelting 1-4: Smelts ore 10, 15, 20 0r 30% faster, relative to level.
- Kiln 1-4: Cooks rock 10, 15, 20 0r 30% faster, relative to level.
Iron Door:- Doorman: (Note: Instead of a glow, it may have a "face knocker"), the door will automatically open for your and villagers without redstone; But will slam shut if hostile mobs are within a few blocks.
- Secret: When closed, the "out" side of the door will assume the texture of the block the door sits on.
Dispenser:- Endless Ammo: If an arrow, snowball, firecharge or splash bottle is placed into the dispenser and fired it will never run out.
- Incubator: Eggs fired from the dispenser will always hatch one chicken, with a 1/8th chance of spawning 4.
- Assembler: "Endless Ammo" for boats or minecarts.
Crafting Table:- [item-type X] [feature Y] 1-4: Has a 10, 15, 20 or 30% chance (relative to level) to enchant items of type X with level 1 enchantment Y. E.g. "Tool Efficency 4" has a 40% chance of making tools with efficency 1. "Sword Sharpness 2" has a 20% chance of making swords with sharpness 1. There may be a further chance that 1 in 8 enchantments might get a max-level enchantment. This would give the crafting table ~17 potential enchantments for tools and armor.
TNT:Again, these are examples; Very different enchantments could be used, but the overall idea is being able to enchant more than just weapons, tools and armor.
Also, the wood door should have an enchantment that makes it as tough as an iron door, and unbreakable by zombies or mild explosions - of course this would be very expensive.
And:
-Blast Resistance: increases blast resistance of the block enchanted.
-Fireproof: flammable items with this enchantment take longer to burn (level 1-2) or won't burn at all (level 3 orso)
-Smoldering: sets all nearby flammable blocks on fire. Can be enchanted on Netherrack to make an infinite fireplace.