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    posted a message on Ominous Wither

    If the player who summons the Wither has Bad Omen, the Wither becomes an Ominous version of itself.


    It's name is "Ominous # Wither" where # is how strong the player's Bad Omen effect was.


    It is stronger than the normal Wither, by a 50 points per level of Ominousness.


    It moves faster, with higher levels of Ominousness being increasingly fast.


    The higher it's level, the smaller it becomes.


    At higher levels, it summons Wither Skeletons or wither-effect-proof Witches or lightning.


    The "dash" attack of the normal Wither would be removed, be available to the Ominous Wither at level II or higher.


    It has better drops than the normal Wither:


    For every level of Ominousness, it drops an extra hundred xp, and an extra Wither Star.


    It drops a potion of decay whose strength equals the withers level.


    It drops an ominous bottle, whose strength equals the withers level.


    It has a chance to drop an ominous bottle whose strength is higher than it's own level.

    Posted in: Suggestions
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    posted a message on Craft cobwebs from string.

    I bet you have not seen the new weave potion!

    Posted in: Suggestions
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    posted a message on Arboreal Affinity

    Seeing through leaves would be limited to ones which are part of the tree you are touching, not all leaves.


    The leaves would probably have a murky, watery, foggy appearance, somewhere in between water fog and lava fog.


    Aqua and Arboreal Affinity would indeed be mutually exclusive.


    Aqua Affinity doesn't actually let you mine faster by being underwater, it just lets you mine as fast underwater as on land.


    Arboreal Affinity would let you mine as fast while swimming in a tree as if you were on the ground.


    Because you would be swimming, you would not be falling.

    Posted in: Suggestions
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    posted a message on Arboreal Affinity

    ... would be a new enchantment for helmets.

    When the player or a mob wears a helmet with this enchantment, they can:


      Swim through log and leaf blocks as if they were water.


      See through leaves as if they were water.


      Mining without a speed penalty for being off the ground when touching a log or leaf block.


    Aqua Affinity and Arboreal Affinity would be incompatible.

    Posted in: Suggestions
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    posted a message on Lesser Lingering Potions, Greater Lingering Potions

    The first part of idea is to add new brewing ingredients, Ender Dragon Tears and Dragon's Fire, both of which look like bottles.


    Ender Dragon Tears are made by using an empty Glass Bottle on Crying Obsidian, which turns the block to normal Obsidian.


    Dragon's Fire is produced by using an empty Glass Bottle on the magic cloud produced by the Ender Dragon's fireball.


    Using a Glass Bottle on the Ender Dragon's breath attack (still) produces Dragon's Breath.


    Brewing Ender Dragon Tears with any normal potion makes a Lesser Lingering Potion.


    Brewing Dragon's Fire with any normal potion makes a Greater Lingering Potion.


    Lesser and Greater Lingering Potions have smaller and larger magic effect clouds than standard Lingering potions, and have a magic effect whose level one less than or one greater than, respectively, the potion it was brewed from.


    Both of these new classes of potion can be used to craft Tipped Arrows.

    Posted in: Suggestions
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    posted a message on Improved "Find the Stronghold, open the portal"

    This suggestion has a few parts, which make getting to the End dimension more fun.


    The first part is to give Eyes of Ender several distinct damage stages, similar to the Anvil, with names like "Eye of Ender," "Slightly Cracked Eye of Ender," "Moderately Cracked Eye of Ender," and "Mostly Broken Eye of Ender."


    Instead of having a thrown Eye having 20% chance of ceasing to exist, an Eye of Ender which is not "Mostly Broken" is guarantee to drop an item, and that item will have the next stage of damage. A thrown "Mostly Broken Eye of Ender" will not drop an item.


    Being damaged does not prevent an Eye of Ender from filling an empty End Portal Frame block.


    The second part of this suggestion is for using a Brush on a Filled End Portal Frame block to "empty" the block and drop an (undamaged!) Eye of Ender.


    These brush-produced Eyes of Ender are the only legit source of them for Peaceful Mode players, and, in that game mode, they are non-renewable.


    The current behavior of End Portals not being dependent on End Portal Frame blocks would remain unchanged, so that after opening an End Portal, the Eyes can be extracted, and used to open as many other End Portals as one desires.


    The third part of this suggestion is for Eyes of Ender to not be the only way to find a stronghold.


    Using an empty Glass Bottle on a block of Crying Obsidian causes the block to become normal Obsidian and the Bottle to become "Bottle o End Dragon Tears."


    When a player drinks Dragon Tears, the direction he is facing changes to point towards the nearest Stronghold, or if close enough, the End Portal Room itself.


    In addition, particles which look like a pair of Ender Dragon eyes appear in front of the player, and seem to be looking at the Stronghold or Portal. These slowly become transparent before disappearing entirely.


    Ruined Nether Portal loot chests could have Glass Bottles with a special name, "Nether Portal Repair Kit", as a hint about the new feature.

    Posted in: Suggestions
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    posted a message on The Phanta Shroom

    When a Phantom enters a Mushroom Fields biome, it should shudder for a minute, then transform into a Phanta Shroom.


    These new Phanta Shrooms are either friendly or neutral, and can be tamed, saddled, ridden, bred and leashed.


    Phanta Shrooms can be bred and lured with red or brown mushroom stem blocks or mushroom cap blocks.


    When the player uses a bottle on a Phanta Shroom, they get an orange Bottle o Phanta.


    In any Overworld biome other than Mushroom Fields, they will begin shaking and inevitably become a Phantom.

    They don't transform into Phantoms in the Nether or the End, but getting one to the End requires a Fortress under a Mushroom Island, which is quite rare.

    Posted in: Suggestions
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    posted a message on Calibrated Note Block

    The purpose suggestion is to allow musically inclined players to create sounds in a flexible enough way that they can accurately recreate music from the real world, if they choose to.


    The Calibrated Note Block is crafted from a Note Block and and three Amethyst Shards.

    A redstone pulse to the the rear -- the side without a crystal sticking out -- activates it, playing a note.

    The redstone signal strength to the front of the block determines the volume of the note.

    The redstone signal strength to the left of the block determines the duration of the note, shown as ๐„บ, ๐…, ๐…ž, ๐…Ÿ, ๐… , ๐…ก, ๐…ข, ๐…ฃ, ๐…ค, etc

    The redstone signal strength to the right of the block determines the delay, if any, before the note plays, shown as (blank), ๐„ฝ, ๐„พ, ๐„ฟ, ๐…€, ๐…, ๐…‚, etc.

    Instrument selection is the same as for a normal Note Block.

    Snow on top of the Calibrated Note Block doesn't prevent it from playing, and how many layers there are determines the octave.

    When the player uses the block, the pitch added to the octave cycles through twelve values, from A through Gโ™ฏ.

    Posted in: Suggestions
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    posted a message on Revisitable Villages

    This idea is for a mod (or datapack) which encourages the player to find many villages, do (lots and lots of) trading in those villages, including automatic trading, but not kidnap the villagers, perhaps building cross continental infrastructure (trains from Rail Craft or Create or Immersive Railroading etc.).


    How would it accomplish this, you might ask?


    Villagers would nerfed, and other buffs would make up for it.


      Villagers do not replenish their trades unless they are inside their "home" village. A villager's home village does not change.
      Villager currency, instead of being emeralds, is "{VillageName} coins", and has, in the NBT, the x and z of the chunk containing the center of the village.
      Banker villagers will buy emeralds and diamonds and coins from other villagers and sell local coins. Foreign coins are worth less the further away the other village is. The Banker's workstation is an emerald block.

    The buffs would be:


    • Many biomes would have excellent biome-specific trades.
    • Villagers have no level cap, with higher levels letting them replenish their trades more times per day by working at their workstation.
    • Iron golems would regenerate health, and move faster, and generate with villages. The are strong enough to defend against a full nights worth of hostile mobs without any of them dying, and will be healthy enough by nightfall to do it again.
    • By placing down two "rotten flesh blocks" and a carved pumpkin on top, a Zombie Villager is summoned. This Zombie Villager has several hours worth of Weakness II.
    • Loot chests in village houses still have emeralds and additionally have local coins.
    • When two villager from different villages breed outside of any village, a new village is created which their child becomes part of.


      Similarly, when a zombie villager is cured outside of any village, a new village is created which becomes the cured villager's home.


      When a player enters or leaves a village, he gets a message like "Welcome to {VillageName}" and "Thanks for having visited {VillageName}."


    • The Banker Villager sells single emeralds for lots of local coins.
    • By placing four emerald blocks in a T shape with a carved pumpkin on top, an Emerald Golem is summoned.

    The Emerald Golem...

    • is the size and shape of an iron golem, but shades of emerald green.
    • has a two part inventory -- the first part contains things he wants to trade to villagers, and the second part contains things villagers have traded to him.
    • can be given items by hopper or dropper. This applies to the first part of his inventory only.
    • can be "stolen from" by a hopper. This applies to the second part of his inventory only.
    • will only trade with villagers for things which he has less than a stack of in the second part of his inventory.
    • will walk to villagers with whom he wants to trade with.
    • may or may not cause villagers with whom he wants to trade to walk to him or a halfway point.
    • will hold the next item he will trade with a villager, and cause the villager he will trade with the item the villager will trade.
    • will respect the "sold out" ness of trades, and "economics"
    • can be given golden apples: he'll walk to the nearest zombie villager and cure him, and get a discount.
    • can display in his GUI what each villager is charging him.
    • will hold out a dandelion if the nearest villager is a baby.
    • will sleep at night in an unoccupied bed, and count towards the percentage of players sleeping to make it day.
    • will walk to the place he spawned or was unleashed if he has nothing else to do.

    Because the Emerald Golem walks around to trade with villagers (who are also free roaming), he would be infinitely more interesting than any existing auto villager trading mod, most of which have you turn the villager into an item and imprison him in a magic block.

    Posted in: Requests / Ideas For Mods
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    posted a message on Block Light detection mode for Daylight Sensor

    The Daylight Sensor currently has two modes: in its first mode, it senses how bright the sky is, and in its second mode, senses how dark the sky is.


    The block is toggled between theses two modes by right clicking it.


    This idea is to add a third mode, which senses how much light is coming from torches, fires, redstone lamps, etc.


    The light sensor block would be cycled between its three modes by right clicking it.

    Posted in: Suggestions
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    posted a message on Villager Quests for Reputation and Discounts

    When the player completes a quest for a Villager, the player's reputation with that villager improves, and the player pays fewer emeralds to that villager when trading.


    To enter a villager's quest GUI instead of his trade GUI, hold sneak when right-clicking the villager.


    To tell a villager that you intend to attempt to do some of his offered quests, click the checkboxes of one or more quests, then click the "Commit to Quests" button.


    Each quest is some very simple task, something like mine 3 deepslate, place 2 dirt, kill 4 chickens, walk 4 blocks, craft 3 planks, etc.


    When the player clicks "Commit to Quests", the villager looks at the player's statistics to see how many times he has performed the task so far.


    After leaving the quest GUI, and performing the quests, the player simply enters either the villager's trade GUI or quest GUI to claim his reward.


    In addition to getting a discount, both the villager and the player gain a few experience points from a player's quest success.


    To make quests slightly riskier, the player must provide a down payment to the villager of one level of experience for each quest he wants to Commit to, which the villager pays back only if the player succeeds.


    Each time a villager works at his workstation, he generates a new random quest, and any quest older than two in-game weeks old becomes expired.


    If a player had Committed to doing a quest, and it expired before he completed it, then he loses half as much reputation as he would have gained from succeeding.


    Quest reputation uses the same Gossip system as the discounts you get from curing zombie villagers and the penalty from hurting villagers.


    If the player thinks that a quest is not worthwhile, and no players have Committed to it, the player can "Bribe" the villager to instantly expire that quest, at the cost of an emerald and some experience points. The next time that villager works at his workstation, he will generate extra quests to replace the ones he was bribed into expiring early.


    Each villager keeps track of how many times each player has bribed him. If a player has bribed a villager N times, then the experience point cost of bribing that villager again is N% of a level. If a player has the "Hero of the Village" effect, any villager who sees him resets their bribery counter for that player.


    There is a per village table of possible quests, whose entries resemble (mine stone, repeat 3, reward 5).


    Each time a player completes a quest, its entry in the table is altered: The repeat count increases by one, and the reward decreases by 5%.


    Each time a villager's quest expires, its entry in the table is altered: The reward increases by three, and the repeat count decreases by 5%.


    The reward specified by the per village quest table is both the amount of reputation boost the player will gain with the villager giving the quest, and the number of experience points the player gains for succeeding.


    There is a global per world blacklist which prevents certain actions becoming villager quests. By default, this includes killing villagers, getting killed, and as many impossible-for-survival-player tasks as the authors can think of (mining bedrock, etc.), but there exist commands to add and remove tasks from the list.


    There is a "boring Quests Only" game rule which prevents something from becoming a quest unless at least one player in the world has done it at least once. Having this off encourages players to explore, having it on makes villagers less likely to generate impossible quests.


    Bribes by players to villagers to expire quests are recorded in a table, mostly so that operators can identify impossible quests which need to be added to the blacklist.

    Posted in: Suggestions
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    posted a message on Anti Enchantment Book

    And what do anti books do?

    Also sorry but I have no idea what chiseled bookshelves are, not really caught up on 1.20 fully.


    ---Ignore me, I didn't read carefully.

    So these aren't consumed upon use, right?


    When an anti enchantment book is put into a chiseled bookshelf, it would not be consumed.


    When an anti enchantment book is combined with something in anvil, for the purpose of removing an unwanted enchantment, then the anti enchantment book would be consumed.

    Posted in: Suggestions
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    posted a message on Magic in Minecraft

    What would magic artifacts do?

    Would they be blocks like beacons, wearable like armor, usable like weapons or tools?

    Would they give a status effect if held, would they have an instant magic effect each time they're used?


    Where do these new magic artifacts come from?

    Are they renewable or nonrenewable?


    What are the new magic artifacts called, what do they look like, what does their magic effect look like?

    What sounds do they make?

    Posted in: Suggestions
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    posted a message on A villager without a workstation should follow a player holding a compatible workstation.

    An unemployed villager should follow a player holding any workstation item, a fisherman villager should follow a player holding a barrel, a mason villager should follow a player holding a grindstone, etc.

    If a villager is assigned to a workstation block in the world through the point of interest system, then that villager will not follow a player.

    Getting a villager to follow a player might additionally require that the villager not be assigned a bed, and the player be holding a bed in his offhand.

    When an unemployed villager starts following a player, he will change his profession to match the workstation item which the player is holding.

    If an employed villager with no experience is following a player, and the player switches his held item from from one type of workstation to another type of workstation, the villager will change professions.

    Nitwits are either unleadable or require the player to hold a bell instead of a workstation.

    Posted in: Suggestions
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    posted a message on Dandelion Honey, Poppy Honey, Allium Honey, etc.

    This idea is to add to the game as many varieties of honey as there are flowers.


    When a bee pollinates a flower, then returns to it's nest or hive, then leaves, it stores in it's home honey of the same variety as the flower it visited.


    If all 5 units of honey in a nest came from the same flower type, then using a bottle on the nest or hive will not producing generic honey, it produces flower specific honey, such as dandelion honey or poppy honey or pitcher plant honey, etc.


    Each bottle of flower specific honey has the same color as the dye which would be produced by crafting the flower.


    A flower specific honey bottle can be crafted into a dye, with the bottle left in the crafting grid as a side product.


    Flower specific honey bottles are beverages, and when drunk, they don't just provide hunger and saturation, but also act as cures for whichever magic effect is produced by drinking the suspicious stew crafted from the flower.


    That is, drinking a Bottle of Allium Honey cures Fire Resistance, drinking s Bottle of Azure Bluette Honey cures Blindness, drinking a Bottle of Dandelion Honey cures Saturation, drinking a Bottle of Tulip Honey cures Weakness, etc.


    A bottle of flower specific honey can be brewed with gunpowder or dragons breath to make a splash or lingering cure for the same magic effect which drinking the floral honey would cure.


    For fighting the Wither boss, a Splash Bottle of Wither Rose Honey is better than a Bucket of Milk, since it will only cure the Wither effect and works almost instantly.


    Drinking honey from a flower which cannot be made into suspicious stew cures a randomly selected status effect.


    Four floral honey bottles of the same variety as each other can be crafted into blocks of floral honey, with the empty bottles left in the crafting grid as side products.


    Just as slime blocks and generic honey blocks do not stick to one another when moved by pistons and sticky pistons no two varieties of floral honey stick to each other when moved, nor do they stick to slime blocks nor to generic honey blocks.


    Torchflower honey blocks and Pitcher Plant honey blocks have an additional special property when moved by pistons or sticky pistons: When any block is dragged along by them, that other block's pending scheduled updates are canceled at the old location it was dragged from, and rescheduled at the new location.


    This would allow Torchflower honey and Pitcher Plant honey to be used to move redstone wire, redstone torches, repeaters, comparators, buttons, etc, without the redstone components malfunctioning.


    Dandelion Honeycomb, Tulip Honeycomb, etc, would be obtainable by using shears on a beehive or bee nest with 5 units of pollen from matching flower types.


    Floral Honeycombs are craftable into floral honeycomb blocks, beehives, already dyed candles, and various waxed copper blocks. They can also be smelted into the same type of dye that their respective flower can be crafted into.


    Generic honey and generic honeycombs are still in the game, they are created if bees store pollen from two or more varieties of flowers.

    Posted in: Suggestions
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