• 0

    posted a message on Place or Dispense Armor Stand into vehicle or onto steed.

    I think it would be really cool if armor stands could ride in minecarts or boats, or ride on any saddled animal.

    This should be do-able either manually or by dispenser.

    Manually would be as simple as targeting the entity, holding the Armor Stand, and performing Use Action.

    Doing it with a dispenser would require that the target entity is at least partly in the space which the dispenser is facing towards, and if there're more than one, then whichever is closest to the center of the dispenser.

    Posted in: Suggestions
  • 0

    posted a message on Flower-specific Bee Products: Dandelion Honey Bottle, Dandelion Beeswax, Poppy Honey, Wither Rose Honey, etc.

    This idea is to add flower-specific Honey Bottles, flower-specific Honey Blocks, flower specific Beeswax, etc.

    Obtaining:

    As an example: If all of the honey added to a bee nest or beehive was the result of bees gathering from only Dandelions, then using an empty Glass Bottle on that beehive or bee nest turns the Bottle into a Dandelion Honey Bottle. Using shears instead will yield Dandelion Honeycombs . In either case, the beehive must be full beforehand, and will be empty after.


    If the hive or nest contains mixed honey from multiple flower types, then non-flower-specific Honey Bottles or non-flower-specific Honeycombs are produced.

    Appearance:

    Each new variety of honey, honeycomb, honey block or honeycomb block has the same color as the dye which the flower would produce; or the flower's map color as a fallback..

    Usage:

    Crafting:

    When flower-specific honeycomb is crafted with string to make a candle, it be a Dyed Candle of the same color as the floral honeycomb. They can also be used to craft Beehives and Waxed Copper, exactly like normal Honeycomb.

    All types of flower-specific Honey Bottles are food.

    They restore 6 hunger and 1.2 saturation, the same as a normal Honey Bottle. Most varieties of flower-specific Honey Bottles have the ability to remove one status specific effect. The status effect removed is the same as whatever would be produced by consuming suspicious stew crafted with the flower which went into them... For example drinking a Bottle of Tulip Honey removes Weakness, drinking Wither Rose Honey removes the Wither effect, drinking Lily of the Valley Honey removes Poison, drinking Azure Bluette Honey removes Blindness, etc.


    Redstone:

    When a flower-specific honey block is moved by a piston or sticky piston, it attempts to move all adjacent blocks in the same direction, similar to a Slime Block or a normal Honey Block..


    A flower-specific honey block can move most blocks a sticky piston can pull. The exceptions are: glazed terracotta, slime blocks, "normal" Honey Blocks and flower-specific Honey blocks from a different type of flower.


    This is probably reciprocal: Neither Slime Blocks nor normal Honey Blocks can move flower-specific Honey blocks.


    Issues I've already thought of:

    Some colors of dye are made from multiple types of flower, so their honey will looks the same. For some of the floral honey bottles, this can be mitigated slightly if the bottle is surrounded by or overlain with a few sparkles or swirls whose color matches the particles from the particular magic effect which the floral honey removes.

    Posted in: Suggestions
  • 0

    posted a message on Automate Changing the "held item" of Allay

    Because there are a finite, limited number of Allay mobs in a survival world, and because having lots of mobs in an area causes lag, and because a single Allay can only search for a single item at any given time, it seems to me that it would be better if fewer Allay, or even a single Allay, could be used to gather multiple items. Not necessarily many different items at once, but one type of item at a time and have a way to automatically change the item which the Allay seeks.


    To accomplish this, we add a new dispenser feature:


    First, the Allay must be in front of a dispenser, and that dispenser must have a special item in it. The special item needs either the Allay's owner's name or UUID in the item's NBT, or the Allay's UUID in it's NBT.


    When that dispenser is activated, the Allay will try to put it's held item into the dispenser. The Allay will no longer be holding anything, and will be ready to accept a different item. If the dispenser was full, the item will be dropped as an entity, with a several second pickup delay, which the Allay should respect. In any case, the special item stays in the dispenser, without being consumed.


    After this, the next time that Allay comes in contact with an item, that touched item will become it's new held item. If it has items in it's inventory which don't match, those are immediately thrown in the direction of it's note block or owner.


    To make the special item, the player makes a Book & Quill, leaves the body of the book empty, signs it with his own name[1], and titles "Allay"]2] then uses it on his Allay. Either the Book & Quill becomes the special item, or the Book & Quill is the special item, and the Allay write's it's own UUID into the book's body.


    [1] On Java, ignore this. [2] Any of the following titles should work: Whatever Allay localizes to in the player's language, or "minecraft:allay" or that Allay's particular name, if it's been renamed with a nametag.

    Posted in: Suggestions
  • 0

    posted a message on Consolidate full block, bottom slab, top slab, stairs, inverted stairs.

    This idea would apply to all blocks which have a slab and stair form, but let's start with cobble.


    Right now, there are separate blocks for a full cobblestone block, a cobblestone slab block with three different types (top, bottom, double), cobblestone stairs with four facings (north, south, east, west), a state to indicate normal stair versus inverted, a state with five values to indicate normal or bent.


    This idea is to unify all of those into a single "cobblestone block" whose blockstate consists of eight boolean values (named NEU, NWU, SEU, SWU, NED, NWD, SED, SWD), each indicating the presence of absence of a particular corner.


    After this change, an "upper cobblestone slab" would become a cobblestone block whose blockstate has True values for all of NEU, NWU, SEU, SWU and False values for all of of NED, NWD, SED, SWD, with a "bottom cobblestone slab" having these the other way around.


    Post change, a normal cobblestone stair would become a cobblestone block whose blockstate has True values for all of NED, NWD, SED, SWD, and also True for between one and three of NEU, NWU, SEU, SWU, depending on if it's an inside corner, straight, or an outside corner.


    Before the change, "vertical cobblestone slabs" or "sideways cobblestone stairs" would need a mod, whereas after the change they are nothing more than specific collections of blockstates.


    Similarly, if someone wanted something strange like a "cobblestone step" (one half of a slab), or a "cobblestone lump" (one eighth of a block, all by itself), or a "cobblestone corner post", these would be trivial to implement without needing any actual new blocks.


    Also, it would be easy to provide some sort of chisel, which "mines" a cobblestone lump from a cobblestone block, turning a full cobblestone block into an cobblestone inside corner stair, an inside corner stair into a straight stair, a straight stair into an outside corner stair, and so on and so forth, dropping a "cobblestone lump" of a block each time.


    One thing which this idea has almost lost is "double slabs"... all blocks would have a blockstate called double; this would NOT be a boolean, but have four values: nope, UD, EW, NW. Nope means it is not a double slab, UD means it is a normally oriented double slab (drawn with horizontal lines halfway up each of it's north, south, east, and west faces), EW and NS mean horizontal double slabs.


    One thing which will actually be lost, is stairs automatically connecting with neighbors, even when moved by pistons. It becomes the responsibility of the stair item to decide if the block it produces will be straight or a corner, and to change any adjacent stair-like blocks.

    Posted in: Suggestions
  • 2

    posted a message on Improve Zombie Sieges

    This idea is to make a whole bunch of minor improvements for Zombie Sieges:

    1. Add a "boss bar" similar to a raid.
    2. Being in a village when a siege ends earns an advancement.
    3. Killing at least one zombie of a siege earns an advancement, and gives the player Hero of the Village I for 40 minutes when the siege ends.
    4. Ringing a village's bell makes zombies which are part of the siege to glow.
    5. /gamerule zombiesPerSieges <count> to control how many zombies are spawned per siege, 0 to disable them entirely..
    6. For all zombie variants spawned by the siege, it should have a chance to spawn as a Zombie Horse Jockey, or if it's a Baby Zombie, a Baby Zombie Horse Jockey. The Zombie Horse or Baby Zombie Horse does not count as part of the Siege, since they're a passive mob.
    7. For all zombie variants spawned by the siege, it should have a chance to spawn as a Zoglin Jockey, or if it's a Baby Zombie, a Baby Zoglin Jockey.
    8. Baby Zombies spawned as part of the siege should have a chance to spawn as either Zombie Rabbit Jockeys or Killer Rabbit Jockeys.
    9. Zombie Rabbits might spawn as part of the siege even without a rider.

    Zombie rabbits, if added, would have similar shape and movement to normal rabbits, but would be much greener, burn in sunlight, are harmed by healing potions, and basically share as many behaviors as reasonable with Zombies. Unlike normal Zombies, they would attack and zombify baby villagers and rabbits, but not normal villagers. They don't pick up items, not even helmets.

    Posted in: Suggestions
  • 1

    posted a message on Petrified Oak Tree

    This is a semi-serious idea, namely: add the tree whose planks can be made into petrified oak slabs ;)


    Naturally, there would be petrified oak logs, petrified oak leaves, petrified oak stripped logs, petrified oak planks, fences, fence gates, slabs, doors, wood, and so on and so forth.


    The petrified oak trees are created during terrain gen, deep underground, with their bottommost log sitting above deep slate.


    All of these items and blocks would look similar to oak, but desaturated. The saplings and leaves are solid, not transparent, and can be pushed and pulled by pistons and sticky pistons without breaking.


    The petrified oak sapling does not become a petrified oak tree on it's own, but requires bone meal, like azalea.


    The sapling will only grow if there is deep slate below it, and rock or petrified leaves or petrified logs in all of the places where it wants to create logs or leaves.


    Just like petrified oak slabs, all petrified oak blocks would be non-flammable.


    The petrified oak boat should sink in water, and float on lava... but not protect it's passengers from burning.


    Petrified oak planks can be crafted with sticks into into stone tools, stone weapons, and even levers, but they cannot be crafted into sticks. Petrified oak leaves do not drop sticks when broken, but might drop clay balls.


    No petrified oak anything can be used directly as furnace fuel, however, petrified oak logs can be smelted by a furnace or blast furnace into coal.


    Stone cutter recipes would exist for turning petrified oak logs and planks into petrified oak slabs, stairs, gates, fence gates, pressure plates, and buttons.


    Petrified oak pressure plates and buttons function like stone ones.

    Posted in: Suggestions
  • 0

    posted a message on Minecart with Note Block

    The Minecart with Note Block is made by shapelessly crafting a Minecart with a Note Block.


    When the Minecart with Note Block is on an Activator Rail, and that Activator Rail is powered, the Minecart with Note Block will produce a sound.


    The instrument of the sound produced by the Minecart with Note Block depends on whatever block is beneath the Activator Rail.


    The pitch of the sound is adjusted the same as with a normal Note Block: right clicking / performing Use Action to increase the pitch by a semitone, wrapping around after 24.


    The beginning of each sound produced by the Minecart with Note Block is delayed by one-fortieth of a second, or half of a game tick, compared to sounds produced by normal Note Blocks. This means that using both normal Note Blocks and Minecarts with Note Blocks, one can create musing in 4/4 time.

    Posted in: Suggestions
  • 0

    posted a message on Pistonable Lectern

    This suggestion is to make "lectern without a book" and "lectern with a book" into two seperate blocks.


    The "lectern without a book" block would lack a block entity, and due to that lack, would be movable by pistons and sticky pistons.


    If the lectern were movable, then moving it could be used to reset the trades of a zero-experience librarian villager who has claimed it.

    Posted in: Suggestions
  • 1

    posted a message on New Curse: XP Shedding

    Each time the player uses a tool or weapon with the Curse of Shedding, they lose one-tenth of a level of experience.


    If the player doesn't have that much XP, the item cannot be used.


    For each armor piece which has this Curse, whenever the armor absorbs damage for the player, they lose one-tenth of a level of experience.


    If the player doesn't have that much XP, the armor piece will not absorb damage, and an appropriate number of armor defense points on the armor bar are rendered as black (withered) or red (cursed) chest plates.


    Higher levels of the curse cause a larger fraction of a level to be lost as the tool or weapon is used, or the armor absorbs damage.


    Whenever the number of experience points to be lost is not exactly an integer, the fractional part represents the chance of losing one extra experience point.


    The Curse of Shedding would, like the Curses of Binding and Vanishing, be a treasure enchantment, and obtained the same ways as they are.


    Alternatively, there might be some new uncommon nether structure, containing some sort of Evil Cursed Altar. Throwing enchantable equipment on the Altar causes the level of every enchantment and curse already on that item to be increased by one, and for the item to gain the Curse of Shedding if it doesn't already have it.

    Posted in: Suggestions
  • 0

    posted a message on Sapling falling blocks from leaves

    This mod idea is quite simple: Any time a leaf block is destroyed, if would have produced a sapling item entity, that item entity is replaced with a sapling falling block entity.


    This idea is 50% inspired by Vanilla Minecraft's new Mangrove trees and their shoots, and 50% inspired by the old Auto Planting Forests mod.


    It might be a good idea to be configurable: either working on sapling items from leaves which naturally decay, or on sapling items from leaves broken by the player, or both.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Player-linked machines, automatable anvil, enchanting table, grindstone, other magic

    The vanilla anvil, enchanting table, and grindstone, all are perfectly normal blocks without a tile/block entity, and have no inventory slots and are not automatable.


    This idea is to have a mod which provides a way to for the player to upgrade these blocks, so they are linked to whomever upgraded them, and have proper inventory slots for their inputs and outputs. The purpose of the linkage is so each block can take levels of experience from the player, or provide xp to the player, as follows:


    When the player-linked enchanting table has lapis and an unenchanted item in it's two input slots, when a hopper tries to pull from the output slot, the block checks if its player has enough levels to do the enchant, and if so, shows to the hopper an an enchanted item in the output slot. When the hopper extracts the item, the player loses those levels.


    When the player-linked grindstone has an item in it's input slot, the instant a hopper tries to pull from the output slot, the input item is consumed, and an unenchanted item is created in the output slot, and, simultaneously, the experience points are added to whomever the grinder is linked to, instead of appearing the world as XP orbs.


    The player-linked anvil functions similarly to the enchanting table, in that it will combine things similarly to a vanilla anvil, consuming levels from whomever it is linked to. For automated item renaming, the player-linked anvil requires the item(s) to be renamed to be hoppered into the first input slot, and any stackable item in the second input slot; the item(s) in the first slot will be given the name of an item from the second slot.


    Less important, but still useful blocks might be player linked versions of each of the following:


    • Dropper: Spits out item entities whose "Thrower" tag is the player to whom the block is linked.
    • Dispenser: Fires all projectiles from vanilla (including ender pearls), and ones from this mod, and sets the "Owner" of the spawned projectile entity to the player whom the block is linked to.
    • Cauldron: Has some number of millibuckets of liquid experience, corresponding to the number of experience points which linked player has, times some multiple. That liquid XP can be piped in or out, taking XP from or giving XP to the player. Also, it can do automatic conversions between glass bottles and bottles o enchanting, and between buckets and buckets of XP.
    • Furnace: Each time it smelts something, it gives XP to the player it is linked to.
    • Ender chest: Its contents are the ender chest of whomever it is linked to.
    • Crafting table: An auto-crafter-crafter. This block has a 3x3 inventory, whose slots correspond to a 3x3 crafting grid. Toss a crafting bench item on top of the block while it contains a valid recipe, and that item becomes an auto-crafter specifically for that recipe; this takes one level of XP from the player the block is linked to. The generated auto-crafter only allows in items which match the recipe, and does it's work as fast as it gets enough items.
    • Villager points of interest: each one allows the villager whose POI it is to be automatically traded with. The trade is not done with a FakePlayer object, but the actual Player to whom the block is linked. The trade is selected by giving the block a redstone signal of a specific strength; a redstone signal strength of one selects the first trade, a redstone signal strength of two selects the second trade, etc.. The XP produced by trading goes directly to the player that the block is linked to, not spawned as xp orbs in the world.
    • Cobweb: When struck by any projectile, it consumes one level of XP from whomever it is linked to, and turns the projectile into an item. If there is no vanilla item corresponding to the projectile, a custom projectile item is made which can reproduce the projectile entity when used or dispensed.
    • Hopper. This hopper, before conversion, must have been given a custom name which is a either a number, or "EnderItem" followed by a number. After conversion to player-linked form, it will have one inventory slot. This one inventory slot is shared with one of the inventory slots of player the block is linked to, or shared with one of the slots of their ender chest.
    • Brewing Stand: Every few seconds, this brewing stand checks if the player to whom it is linked has a status effect matching those provided by one of the potions in each of it's three output slots: If not, or if it's about to run out, the player is given that effect, either for a few seconds, or however many seconds the potion has remaining, and the potion's duration is shortened by a corresponding amount of time, or is turned into an empty glass bottle. If the brewing stand has a water bottle in any of it's output slots, and the player is on fire, the player is extinguished and the bottle is emptied.
    • Spawner: Works a bit like the vanilla spawner it was made of, but consumes experience points after every successful mob spawn. More importantly, it has a gui, and can be upgraded, not unlike apotheosis. If mined normally, drops a block-item which can recreate the vanilla spawner it was made of, and all upgrade items, and a linking shard. If mined while it's over a campfire, it drops a "baked" spawner, and those upgrades not compatible with vanilla spawners, and a linking shard. The baked spawner item can be placed, creating a vanilla spawner block which has been upgraded.
    • Pistons and Sticky pistons: Unlike their vanilla counterparts, these can move tile entities.
    • Cake: When food items are put in, they get eaten by the player that the block is linked to. Can be "read" by a comparator to measure the player's hunger.
    • Chorus Fruit: Touching, right clicking or firing a projectile at this block causes the player or mob who did it to be teleported to a random nearby location,as if they'd eaten a chorus fruit.
    • Sand: When given a block update, this block checks all adjacent blocks to see if any of them would fall if they were a gravity affected block (like sand, gravel, anvil, etc), and causes them to fall if so. Also, if any item entity collides with the player linked sand block, that item is turned into a block, replacing the nearest air block; then it falls.
    • Nether Portal: Functions much like a vanilla nether portal except that it won't connect to either a vanilla portal or to one which is linked to another player. The conversion process is applied to all nether portal blocks within the obsidian frame.
    • Blue ice: Has a negative coefficient of friction. This is either Ridiculous Speed or Ludicrous Speed.
    • Magenta Glazed Terracotta: If a player right clicks on it, or if any entity touches it, they are moved one block in whatever direction the arrow is facing, on the side that they clicked or touched. May produce plaid particles.

    To make any of these machines, first smelt either a prismarine shard or amethyst shard, to get a linking shard, then use or throw that linking shard on an in-world block; this will consume one level of XP from the player and convert the block, in place, to it's player-linked form; naturally, whomever used the item on the block is the player to whom the block is linked. Linking shards are stackable, and one is consumed per conversion.


    Mining most player linked blocks drops one of whatever it originally was, and one linking shard, with the Spawner being an exception.


    Every player linked block resembles the block it was made from, with the addition of caution stripes around all the edges. If the linking shard is crafted with dye before the conversion, the block's caution stripe color is changed.


    Most of these ideas are intended to be novel and different from how things work in existing mods, while still being fun and useful. The ability to upgrade spawners is 100% inspired by apotheosis (but baking is my idea), and there must be a dozen mods which let pistons move tile entities.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Deepslate Repeater

    This idea is to add a new redstone component, the Deeplsate Repeater.


    It is crafted similarly to a Redstone Repeater, but with Deepslate instead of Stone.


    The Deepslate Repeater has two redstone signal inputs (it's back and it's sides), and one redstone signal output (in front).


    When the primary input (behind the block) changes from unpowered to powered, or vice versa, the output changes the same way, some time in the future.


    The future delay is proportional to the redstone signal strength of the secondary input; more specifically, multiplying the signal strength by one redstone tick, or by one second, or by one minute, or by one hour, depending on the state of the Deepslate Repeater.


    Cycling the Deepslate Repeater's state through ticks/seconds/minutes/hours is done by right clicking on it.


    The list of components which power a Deepslate Repeater from behind are the same assortment as can power a Redstone Repeater; the components which can be powered by the front of it, are also the same.


    The secondary redstone signal is whichever of the blocks to it's left or right side which has the stronger redstone signal strength, similar to a comparator.

    Posted in: Suggestions
  • 0

    posted a message on Deepslate Piston

    This idea is to add a new piston variant, the Deepslate Piston.

    It is crafted similarly to the standard piston, but with the four cobblestone replaced with four cobbled deepslate.

    When given a redstone signal of strength zero or fifteen, it acts identically to a normal piston.

    When given a redstone signal of strength between one and fourteen, it extends that many fifteenths of a block, keeping any blocks which are attached to it as "moving piston technical blocks"

    Posted in: Suggestions
  • 0

    posted a message on Deepslate Lever

    This idea is to add a new lever variant.

    It is crafted from one stick and one cobbled deepslate.

    The deepslate lever can produce a redstone signal strength of anywhere between zero and fifteen, inclusive.

    Performing use action causes its signal strength to increase or decrease by one, depending on whether the player is sneaking.

    When the player changes it's signal strength, a particle is emitted which looks like a number, indicating it's new redstone strength.

    Punching a deepslate lever also causes one of these particles to be emitted, without changing the redstone signal strength.

    Posted in: Suggestions
  • 0

    posted a message on minecraft but gold you can carft notch apple

    Like this?

    Why would Mojang change the base game when data packs are A Thing?

    Posted in: Suggestions
  • To post a comment, please .