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    posted a message on Potion of Fullness
    Quote from Hunter0697

    This is pretty good I'd like too see this get added although I'm not too sure if they should be brewed with cookies they are easily acquired in 1.3 with the jungle trees growing cocoa beans


    Well, I considered cake as an option, but literally every food source is easy to farm. Zombie flesh is another possible answer.

    That said, I don't think that this sort of potion needs such a rare ingredient. Everyone has food on them, this is just a time saver.
    Posted in: Suggestions
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    posted a message on Potion of Fullness
    Quote from 0_Zippy

    We don't need this. There is more than enough food in the game. It's silly to have a potion brewed with a cookie... All other potions in the game use raw materials that have strong chemical properties.


    I feel it absolutely necessary to highlight sugar, which has no strong chemical properties. In chemistry, it's just storage space. Gold, while an effective conductor, has no use outside of electronics and looking shiny. Fermented spider eyes and glistening melons are not raw materials.

    Now, certainly there are a lot of food items in the game, but they all waste precious time to eat. How often have you found yourself fighting mobs, and suddenly find you are no longer regenerating health. Docm77 has a highly effective enderman farm. The biggest danger is that he forgets to eat. This solves those sorts of problems. It also saves precious time on journeys.

    Sprinting eats through hunger (no pun intended), and stopping to eat can cost sixteen blocks of distance. Sprinting depletes hunger bars at one approximately every fifteen seconds, or four bars a minute. If you stop to eat when you've lost four bars, and eat a porkchop to fill up those bars, that's once every minute. If you're traveling straight for eight minutes (slightly less than a day), you're losing 128 blocks of travel. That is rather significant. With this, you would stop less on your journey. You'd consume one at the beginning, and be sustained for three minutes. Then, after another minute, you'd have lost four bars. You drink another potion, which takes you the rest of the way. You only lost sixteen blocks.
    Posted in: Suggestions
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    posted a message on Different Potions! [*Water, Climbing, Fire, Extra Health, Water Breathing*]
    A very good idea, sir. Simple, and elegant too.

    As for fire potions, couldn't you just brew a fermented spider eye into a fire resistance potion?That would make more sense to me than introducing a new brewing ingredient.

    EDIT: I'd imagine that glowstone would increase the radius in which fire is put out? Redstone, on the other hand, is more difficult.
    Posted in: Suggestions
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    posted a message on Potion of Fullness
    The potion of fullness is exactly what it sounds like. It is a potion that regenerates the hunger bar.

    The potion of fullness would be brewed with a cookie (as cookies are currently the worst food item, and thus have no use), and would last for 1:30. With redstone, it would last 3 minutes. Brewing a potion of fullness with a fermented spider eye would create a potion of hunger.

    Some uses of this potion would be:

    3 of these extended potions would keep you sprinting from sunrise to sunset with no loss in hunger, allowing for fast long distance travel that cannot be accomplished by other means than walking (if you are exploring new areas and don't have that many enderpearls, for example. Like if you're searching for a stronghold).

    Fighting mobs, sprinting and jumping all drain hunger fairly quick. Maps that require either a lot of parkour or a lot of fighting could utilize these, whether to make them easier or harder.

    In multiplayer, PVP could be made more interesting by draining your opponent's hunger.

    In multiplayer or custom maps, traps could me made with the intent of weakening your enemies without killing them outright.

    Thoughts?
    Posted in: Suggestions
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    posted a message on Proposal: Eliminate mob grinders
    Here's a proposal. Mobs give experience based on how much damage the player dealt to them, and how much damage they dealt to the player, and how many blocks they moved after becoming aggressive to the player. Mobs from mob grinders will still give experience, but it will be the minimum experience. It saves on frame rate, as each variable is only recorded when a mob is aggressive towards the player. To get maximum efficiency from a mob grinder, you would have to be constantly at the mob grinder, and you would have to risk something going wrong and the mobs killing you. Not to mention, you'd have to find the perfect balance of mob density within the killing chamber itself, so that the mobs are close enough to be killed easily, but not so compact as to limit movement.

    Quite frankly, with this new system, the most efficient mob system would be one that spawns mobs and then drops them into an arena. It would be no different from fighting the mobs yourself, but the number of mobs produces would be higher.

    This system gives a balance of risk versus reward, whereas the current system is any amount of risk gives you the same reward.

    I don't think mob grinders should be eliminated, but I think they should be limited.
    Posted in: Suggestions
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    posted a message on Greek Fire: Satisfies Pyromaniacs but NOT a Mass Griefing Tool
    Quote from SuperDragonrider

    Those books are far from realistic.


    Not only are they far from realistic, they're far from the original myths! Percy Jackson is not the authority on all things ancient and Greek.

    I'd like to point out that flint and steel currently only burns organic matter. Wood is organic, even in plank form.

    Something I could go for that is not dissimilar to this is a flammable liquid. But this is just... no.
    Posted in: Suggestions
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    posted a message on Caterpillar Fungus
    Who are we to judge what feels "minecrafty"? A lot of us didn't think that brewing and enchanting were "minecrafty," but they were implemented anyway, and now we are used to them.

    And as for the technical issue, it wouldn't be a modification to your skin, it would be a second skin layered over your skin. Like armour, or the charged creeper thing.
    Posted in: Suggestions
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    posted a message on Caterpillar Fungus
    Quote from AnonTheMouse

    Actually, another problem with milk is the fact that, while fine for players, it would make infection a guaranteed death sentence for mobs. They can neither collect nor drink a bucket of milk. A possible compromise might be to make milk cure infection, while immersion in water suppresses it. The stage of infection will not increase while the subject is in water, and when an infected creature enters water, the stage of infection is reduced by one (to a minimum of the first stage). Finally, the player would be able to "give" a bucket of milk to a mob (the same as feeding them) to cure them.

    That way, mobs near water could survive indefinitely, but would eventually succumb if away from water for too long, unless aided by the player. (Fire should also remove the fungus, for obvious reasons, though it would be a sub-optimal cure for equally obvious reasons.)


    Interesting. I'll put that in the main post, and see how it goes over.

    Regarding death cap, death cap is not a parasite. You can't get poisoned by touching death cap, you have to eat it. I prefer the caterpillar fungus because you can accidentally step in it, and not even know of the danger you're in until considerably later.
    Posted in: Suggestions
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    posted a message on Caterpillar Fungus
    Quote from spiderraptor42

    MOOSHROOMS CAN ALREADY BE MILKED! just use a bucket on them instead of a bowl! you don't have to shear them!!! :steve_rage:


    Really? I did not know that. Regardless, the main point of this isn't in the difficulty in curing the infection. It's in the fact that you might not be able to catch the infection immediately. Most dangers in minecraft are direct. This one isn't.

    Also, no need to shout.

    Miopic, that sounds a bit overpowered, as you could just keep on whacking the mob until it's dead, and it won't be able to do anything. But what you could do, is brew up a level 2 blindness potion with the fungus, and use that to keep the mob from seeing you, thus effectively allowing you free reign on the mob.
    Posted in: Suggestions
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    posted a message on No more ugly Villages!
    I have a small amount of experience with programming, and I'd have to say that it probably wouldn't be as easy as you'd think. However, if Jeb is going to be making a "village" biome, then it should be easier.

    That said, I do support this. I just don't think it's such a trivial fix.
    Posted in: Suggestions
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    posted a message on Whales: They swim! They fight! They exhale!
    Quote from Kholdstare

    Good thing that Mining Haste is in the game, eh? It's simply called "haste".


    I'm aware of that, which is why I picked haste specifically. I specified the mining haste for the benefit of those who are not as informed.

    Yes, now that blubber is a brewing ingredient, that amount does seem excessive. When I'd determined the amount, I hadn't thought of it as a brewing ingredient yet. What amount do you feel would be appropriate? 8-16? 16-24?
    Posted in: Suggestions
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    posted a message on Whales: They swim! They fight! They exhale!
    You are on your private island, tending your garden, when, out of the blue, you see a stream of watery particles erupt from the ocean, and a large tail sinking back into the deep. This is the whale.

    Whales would spawn in oceans, and only lower than level 48. They would spend most of their time below level 48, surfacing only occasionally. Of course, for this to be better implemented, the lower limit of the ocean depth would have to be extended, at least to the point that there are significant stretches of ocean at level 32. They would only spawn rarely, with a maximum of four in one ocean at any given time, and for all of those to be in sight at any given time would be even less common.

    Because of their rarity, and for how the player is handicapped in water, both visually and movement wise, he'd be foolish to search for a whale in its own territory. Instead one should wait above water, preferably on a player-made platform in deep water, for the whale to surface. When it surfaces, it lets loose a stream of light blue particles from its back, simulating exhalation. If you were to be caught in this stream, you would be thrown upwards. Having spotted the whale, you can proceed to chase after it.

    When provoked, whales will attack. They have one strategy, two main attacks, and one extra incidental attack. Their strategy is to get below you, and swim under you. You'll see why when I get to their main attacks. If you lower yourself to the whale's level, it rams into you, pushing you backwards, and dealing two hearts of damage.

    If you are near the surface, the whale will, upon swimming under you, exhale, throwing you upwards into the air. This deals up to four hearts depending on how close you are when the whale strikes, and continues to deal half a heart every half second you are in the stream. These extra half hearts cannot be protected against by armour.

    If, on the other hand, you are far beneath the surface, the whale will swim past you, and lash its tail upwards, throwing you up and back, and dealing five hearts of damage.

    Now how should you go about fighting these whales? Firstly, once you spot the whale, chase after it in a boat. It will stay close to the surface for a minute or two, so you have some time to figure its exact location. Once there, hit it with arrows, or perhaps with yet-to-be-implemented harpoons. While in the boat, you have the advantage. Unfortunately, the backs of whales have some natural armour, making arrows there about half as effective. So using potions if it gets close enough would not be amiss.

    The whale, as mentioned above, will try to get under you and exhale in this situation. If it does, it will break the boat, and send you flying. You will fall into its territory. Now the whale has the advantage. Now, you'll want to stay close to the surface. Whales have 50 hearts, so you'll need to resurface to breathe a few times during the battle. The ideal strategy for damage, is somewhat counter intuitive. The whale wants to get under you to attack you, so you want to get below it. The bellies of whales are weaker than their backs, since their backs have the natural armour. Unfortunately, this brings you further below the surface. So you have to balance out dealing damage with not drowning. And the whale has none of your handicaps while underwater.

    Now, why should you go about fighting these whales? Aside from 250 experience (enough to get you to level 10 from nothing with the current xp scale), whales drop 4-8 fish and 2-4 bones. But the real prize is blubber. One whale will drop 32-48 blubber.

    Blubber has a few uses. It can be used as furnace fuel, and will smelt 12 items, making it as effective as blaze rods. It can also be placed on the ground like redstone, and is slippery, though not quite as slippery as ice. Blubber in this state is also highly flammable, meaning it catches fire quickly and burns up quickly, making it good as a fuse.

    But all of these functions can be filled by other blocks. What makes blubber unique? Blubber, when brewed into an awkward potion, makes a potion of mining haste. Why? Blubber is high in fat, and fat is used for long term energy storage. So, while sugar is good for the short and light things, like running, blubber should be good for the heavier tasks, such as mining. When brewed with a mining haste potion, glowstone, redstone and gunpowder behave as normal, and fermented spider eyes turn it into a potion of mining fatigue.

    Regarding those potions, when used on mobs, they would make creepers blow up either faster or slower, and they would affect the speed at which zombies break down doors.

    Thoughts? Comments? Criticisms?

    Please be polite in your responses, and if you don't like this suggestion, please say why.
    Posted in: Suggestions
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    posted a message on Lava/Water and the Void
    I also support. That said, I also think that the fog down there should also be made much thicker, so it doesn't have to render so far as to cause lag.

    Also, I think that, due to the potential lag, this might be an option tied into the fast vs. fancy graphics option.

    Other than that, I support.
    Posted in: Suggestions
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    posted a message on Mob AI Improvments
    I was thinking that skeletons should seek out higher ground, giving them the advantage. Zombies, I think, should spawn the way they do now, but, when zombies come across each other, they team up and travel in a group.
    Posted in: Suggestions
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    posted a message on Secret potions - great for SMP
    Quote from Jake Von

    If you have to make it into a secret potion, then people using it for completely beneficial purposes would have absolutely no use for it, therefore, it's only use would be to poison people, and if it's always poison, then who is going to drink it? Leap of faith maybe? I like the idea, however, It needs some work.


    Not necessarily. For a map maker, you could put a bunch of disguised potions in a chest, and require the player to figure out which ones are good and which are bad.
    Posted in: Suggestions
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