Grenades would be a new Thrown type weapon that deals explosive damage in a small area.
Crafted using 4 Iron ingots (The shell), 3 Gravel (the Shrapnel), 1 Gunpowder (The explosive) and 1 String (the Fuse)
Alternatively, 7 Iron ingots, 1 Gunpowder, and 1 String.
Grenades would be thrown with half the range of a Snowball/Egg and would explode with a particle effect similar to TNT on impact.
They either detonate on Impact, or after a 2 second fuse. You have the ability to "Cook" a grenade by holding right click, allowing you to time the detonation for closer combat, while also preventing players from full-auto spamming streams of them. On right click, it plays a hissing sound like primed TNT, and on release of the mouse button, it plays the throwing sound, same as when you throw an egg or snowball. They deal 5 hearts of damage on impact, plus a noticeable amount of knockback. Like Creepers and TNT, they deal heavy damage to Armor. You also run the risk of being caught in the blast if you throw them too close or cook them for too long, making planning and strategy ideal when using them.
They can be fired out of Dispensers, but are not cooked before launching.
They stack in piles of 16, like Eggs and Snowballs.
They can be bought in bunches of 4-6 from Blacksmith Villagers for like 2-3 Emeralds.
Eh. I think the game is better off with that secluded, lonely "not many other humans out there" vibe. And we do have villagers and witches as our "normal humans" already, with other mobs being humanoid, but not human like the player.
I dunno, a random hunter might help with that feeling. Especially if it's rare for you to find one.
Like, you two are the only people for hundreds of miles.
Yes really. Though I don't think concealing the pressure plate is that big a deal, you're correct there. Still, your magic eye makes tripwires absolutely useless because it'd be a complete upgrade.
Not completely useless. Sensors are a lot more expensive.
I think if the magic power was contained within the wand, with the enchantment, it could work.
another use for the Durability bar.
Say you Enchant a Stick with a Fireball spell. That wand can now only cast Fireballs. casting a Fireball reduces a chunk of the Wand's durability. When the durability runs out, the Wand either reverts back to being a regular stick, or breaks.
Different spells would have different numbers of uses.
For example, a Shield Spell Wand would have 5 uses, each one lasting for 30 seconds.
Whereas a Lightning Bolt Wand would have 14 uses, for each bolt fired.
They could be recharged with Glowstone Dust at Anvils for a large XP cost.
So I had another idea. What if there were rare, powerful mobs that sometimes spawned in specific biomes for the player to battle at their leisure?
Random Minibosses
Summary:
This would create a few new, powerful mobs for the player to fight and kill. These mobs would be Biome specific, and would spawn randomly, about as common as Villages or Dungeons. They would typically by passive unless attacked, allowing the player to decide when to attack them. These new mobs would drop "Trophies" that are currently for little more than decoration, which can be placed as blocks, similar to the Dragon Egg.
The New Mobs include:
Werewolf
Where: Forest, Forest Hills
Description: A big, black wolf, about as tall as an Iron Golem, with large arms and claws to smash and slash the player. Will jump and pounce on or run and charge at the player. Fast and powerful, but lack a ranged attack, making them susceptible to Bows or Potions.
Health: 20 Hearts
Attacks:
Pounce: 2-4 Hearts
Charge: 3-5 Hearts
Drops: 1 Werewolf Head, 2-3 Rotten Flesh, 1-2 Bones, sometimes Beef and Leather Pants. around 20 Experience.
Swamp Monster
Where: Swamp
Description: A monstrous mossy fishman, about as tall as an Iron Golem, the Swamp Monster spawns in the water around Swamp Biomes. Attacks by smashing with its arms, or by spitting a poisonous ball of goo at the player. They regenerate health quickly while in the water, so its best to draw them onto dry land before battling.
Health: 25 hearts (Regenerates quickly in at least 1 block of water.)
Attacks:
Punch: 3-5 Hearts
Poison Goo: 1-3 Hearts + Poison Level I
Drops: 1 Swamp Monster Head, 2-3 Raw Fish, 1-2 Slimeballs, 1-2 Vines, and sometimes a fishing rod. Around 20 Experience.
Giant Enemy Crab
Where: Beach
Description: A giant, red crab with huge pincers. Attacks by smashing with either of its claws, or spawning and hurling tiny Crabs at you. Can burrow into large areas of sand and continue attacking with its claws.
Health: 30 Hearts
Attacks:
1-2 Claw Smash: 4-6 Hearts
Crab Throw: 1 Hearts + Tiny Crab Damage
Drops: 1 Giant Claw, 1-3 Raw Fish, 1-2 Mushrooms, sometimes stone or iron tools. Around 30 Experience.
0
http://www.minecraftforum.net/topic/1802793-colored-slimes-and-slime-blocks-or-someone-got-jello-in-my-minecraft/
0
Only thing I'd change is make it so you can't hear Thunder hundreds of blocks deep underground.
0
Could be useful for water traps and mob farms.
0
1
You know once you find one you basically have an unlimited amount, right?
0
Have it like Cobblestone Walls.
Every corner has a support pole, the ones in the middle are a horizontal pole.
0
0
For massive ranges of Extreme Hills and whatnot.
0
Crafted using 4 Iron ingots (The shell), 3 Gravel (the Shrapnel), 1 Gunpowder (The explosive) and 1 String (the Fuse)
Alternatively, 7 Iron ingots, 1 Gunpowder, and 1 String.
Grenades would be thrown with half the range of a Snowball/Egg and would explode with a particle effect similar to TNT on impact.
They either detonate on Impact, or after a 2 second fuse. You have the ability to "Cook" a grenade by holding right click, allowing you to time the detonation for closer combat, while also preventing players from full-auto spamming streams of them. On right click, it plays a hissing sound like primed TNT, and on release of the mouse button, it plays the throwing sound, same as when you throw an egg or snowball. They deal 5 hearts of damage on impact, plus a noticeable amount of knockback. Like Creepers and TNT, they deal heavy damage to Armor. You also run the risk of being caught in the blast if you throw them too close or cook them for too long, making planning and strategy ideal when using them.
They can be fired out of Dispensers, but are not cooked before launching.
They stack in piles of 16, like Eggs and Snowballs.
They can be bought in bunches of 4-6 from Blacksmith Villagers for like 2-3 Emeralds.
0
I dunno, a random hunter might help with that feeling. Especially if it's rare for you to find one.
Like, you two are the only people for hundreds of miles.
0
Would you be able to jump on the wind gust?
0
Not completely useless. Sensors are a lot more expensive.
0
Nobody said you had to carry a shield.
0
another use for the Durability bar.
Say you Enchant a Stick with a Fireball spell. That wand can now only cast Fireballs. casting a Fireball reduces a chunk of the Wand's durability. When the durability runs out, the Wand either reverts back to being a regular stick, or breaks.
Different spells would have different numbers of uses.
For example, a Shield Spell Wand would have 5 uses, each one lasting for 30 seconds.
Whereas a Lightning Bolt Wand would have 14 uses, for each bolt fired.
They could be recharged with Glowstone Dust at Anvils for a large XP cost.
0
Summary:
This would create a few new, powerful mobs for the player to fight and kill. These mobs would be Biome specific, and would spawn randomly, about as common as Villages or Dungeons. They would typically by passive unless attacked, allowing the player to decide when to attack them. These new mobs would drop "Trophies" that are currently for little more than decoration, which can be placed as blocks, similar to the Dragon Egg.
The New Mobs include:
Werewolf
Swamp Monster
Giant Enemy Crab
I'll add a few more later.
Whaddyathink?
Should their basic attack damage receive a buff?