What about having witches be a type of hermit, kind of like villagers having different professions? The player model isn’t that much of an issue since there are already zombies and zombie villagers. Maybe, there could also be a witch with a player model and a generic hermit with a villager model. The hermit hut could also have 25% chance of having a basement with the usual witch stuff.
Or maybe not; this suggestion came solely from wanting a Steve mob and I’m just resurrecting a dead thread.
I agree with fishg about the trust system, but I think it would be a better idea to also have trust build up over time. Such as gaining one point for every 10 days near a hermit.
I originally made this post in June, but since I can't bump anymore, I had to create a new thread and I hope to receive more feedback this time.
If you've seen me around the forums, you would know that a couple of years ago, I made 3 suggestions about a "hermit" and each of those were blasted for being way too unbalanced. Now, I've come back with a much better suggestion for it.
Hermits are human mobs, which have the same model as the player and generate as Steve or Alex, although it can be changed with the tag {PlayerSkin: (Player)}
Hermits have 20 health points and are damaged the same ways as the player. They are usually neutral mobs, although they have a 5% chance of being aggressive to the player. Hostile mobs attack hermits and they can attack hostile mobs if they have a weapon. Hermits have the same 36 (37 if you count the offhand) inventory slots as the player and can equip armor and weapons (including bows and crossbows) but not elytra. They usually have in their inventories: 0-15 dirt, 0-64 cobblestone, 0-5 rotten flesh, 0-5 logs, 0-12 sticks, 0-32 arrows, and 0-4 saplings; the mobs also have the same rates of spawning with weapons and armor as zombies. They will pick up any item on the ground and will drop everything in their inventories upon death. In some cases, they can raid chests for food, weapons, and potions and can eat and take potions if low on health.
In the chests, you wouldn't find items that valuable, however, in 18% of hermit huts, there is a secret chest in the ceiling where you can get rare loot such as diamonds.
In all difficulties except peaceful, hermit run into the nearest door like villagers.
Also noting that there will be a baby version of a hermit, which is a baby zombie model with the arms down, but you can only get it by right-clicking a it with a spawn egg.
If you've seen me around the forums, you would know that a couple of years ago, I made 3 suggestions about a "hermit" and each of those were blasted for being way too unbalanced. Now, I've come back with a much better suggestion for it.
Hermits are human mobs, which have the same model as the player and generate as Steve or Alex, although it can be changed with the tag {PlayerSkin: (Player)}
Hermits have 20 health points and are damaged by the same things as the player. They are usually neutral mobs, although they have a 5% chance of being aggressive to the player. Hostile mobs attack hermits and they can attack hostile mobs if they have a weapon. Hermits have the same 36 (37 if you count the offhand) inventory slots as the player and can equip armor and weapons (including bows) but not elytra. They usually have in their inventories: 0-15 dirt, 0-64 cobblestone, 0-5 rotten flesh, 0-5 logs, 0-12 sticks, 0-32 arrows, and 0-4 saplings; the mobs also have the same rates of spawning with weapons and armor as zombies. They will pick up any item on the ground and will drop everything in their inventories upon death. In some cases, they can raid chests for food, weapons, and potions and can eat and take them if low on health.
In the chests, you don't get things which are that valuable, however, in 18% of hermit huts, there is a secret chest in the ceiling where you can get things like diamonds.
In all difficulties except peaceful, hermit run into the nearest door like villagers.
Also noting that there will be a baby version of a hermit, which is a baby zombie model with the arms down, but you can only get it by right-clicking a it with a spawn egg.
I sincerely hope that you like this suggestion and that it's leagues better than the previous. (Sorry about the links)
A year ago, I looked at a thread about the terracotta blocks and was surprised to see that only 9% of people hated terracotta and I made a thread about when Minecraft went bad. At that point, I was I sought to bring down the myth the mIneCRaftt is DIeiiiiing and that was only a vocal minority! Now, since 1.13 in coming out soon, I decided to post another thread. (Since bumping is now against the rules)
I don't want to bump this thread, but think about it. A world without height limits. (And it's also very lonely since everyone else on the discord prefers survival mode)
Have you ever been bothered by the height limit? Do you yearn for those huge realistic cities? Well, you're in luck. With the Cubic Chunks mod by Barteks2x, you can make those cities of your dreams.
This is a creative server that uses several mods, everything you need involving modding can be found here https://discord.gg/PpmYQ9G
It seems that every now and then, you find a suggestion for something luck based and it get blasted for such a mechanic being out of the control of the player. Even more rarely, you might find a good one.
Example: uhhh i just had an awsome idea whennyou visit a villige there’s s.....a 10% chanceyou’ll be sttackes by all of them it adds a challange cuz your gonna have to wach out which villige you go to
Not only is this suggestion incredibly stupid, but unfair because it’s a random percentage. But how do you make one work? It’s been proven possible with the enchantment system; arguably, it’s beneficial to the game. So what’s the difference between a good suggestion with this and a poor suggestion? How can you avoid mistakes with random chance mechanics? I’d like to know since I had this burning question for so long. And I just can’t find out the secret formula for a good luck based mechanic.
I haven’t been on the forums in a few months and I have to ask: why do we need to link our accounts with Twitch? I’ve just been back today and I was wondering why there was something saying that a Twitch account was mandatory in order to use Minecraft Forums. Even if this website was linked with twitch, it seems kind of pointless, seeing that they removed the option of using your twitch account with Minecraft in 1.9. Even if they wanted to, why can’t it be optional? Why do I HAVE to waste my time with something I’ll never use? Sorry about the rambling, but it really irks me that I had to waste part of my morning with something like his.
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1. Using a stonecutter on stone variants turns them into cobblestone.
2. 3 new stone variants: rhyolite (left), gabbro (center), and basalt (right).
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I’m fully aware of how old this thread is.
What about having witches be a type of hermit, kind of like villagers having different professions? The player model isn’t that much of an issue since there are already zombies and zombie villagers. Maybe, there could also be a witch with a player model and a generic hermit with a villager model. The hermit hut could also have 25% chance of having a basement with the usual witch stuff.
Or maybe not; this suggestion came solely from wanting a Steve mob and I’m just resurrecting a dead thread.
0
I agree with fishg about the trust system, but I think it would be a better idea to also have trust build up over time. Such as gaining one point for every 10 days near a hermit.
0
I originally made this post in June, but since I can't bump anymore, I had to create a new thread and I hope to receive more feedback this time.
If you've seen me around the forums, you would know that a couple of years ago, I made 3 suggestions about a "hermit" and each of those were blasted for being way too unbalanced. Now, I've come back with a much better suggestion for it.
Hermits are human mobs, which have the same model as the player and generate as Steve or Alex, although it can be changed with the tag {PlayerSkin: (Player)}
Hermits have 20 health points and are damaged the same ways as the player. They are usually neutral mobs, although they have a 5% chance of being aggressive to the player. Hostile mobs attack hermits and they can attack hostile mobs if they have a weapon. Hermits have the same 36 (37 if you count the offhand) inventory slots as the player and can equip armor and weapons (including bows and crossbows) but not elytra. They usually have in their inventories: 0-15 dirt, 0-64 cobblestone, 0-5 rotten flesh, 0-5 logs, 0-12 sticks, 0-32 arrows, and 0-4 saplings; the mobs also have the same rates of spawning with weapons and armor as zombies. They will pick up any item on the ground and will drop everything in their inventories upon death. In some cases, they can raid chests for food, weapons, and potions and can eat and take potions if low on health.
Hermits spawn in hermit huts,
Spoiler (click to hide)
which are 12 times as rare as villages.
They generate in these biomes although the materials of the house will vary.
-Ice plains
-Taiga
-Forest and Birch Forest
-Plains
-Swampland
-Mesas
-Desert
-Savannah
-Extreme Hills
-Roofed Forest
70% of huts will have a mine,
Spoiler (click to hide)
where the tunnel can range from a few blocks long to reaching the lava level. This mine, however is aesthetic, so no ores will be excavated.
70% of hermit huts will also generate with a farm
Spoiler (click to hide)
In the chests, you wouldn't find items that valuable, however, in 18% of hermit huts, there is a secret chest in the ceiling where you can get rare loot such as diamonds.
Spoiler (click to hide)
In all difficulties except peaceful, hermit run into the nearest door like villagers.
Also noting that there will be a baby version of a hermit, which is a baby zombie model with the arms down, but you can only get it by right-clicking a it with a spawn egg.
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Are there any problems with this suggestion I should be aware about?
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Wow, these are much better reactions than I expected.
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If you've seen me around the forums, you would know that a couple of years ago, I made 3 suggestions about a "hermit" and each of those were blasted for being way too unbalanced. Now, I've come back with a much better suggestion for it.
Hermits are human mobs, which have the same model as the player and generate as Steve or Alex, although it can be changed with the tag {PlayerSkin: (Player)}
Hermits have 20 health points and are damaged by the same things as the player. They are usually neutral mobs, although they have a 5% chance of being aggressive to the player. Hostile mobs attack hermits and they can attack hostile mobs if they have a weapon. Hermits have the same 36 (37 if you count the offhand) inventory slots as the player and can equip armor and weapons (including bows) but not elytra. They usually have in their inventories: 0-15 dirt, 0-64 cobblestone, 0-5 rotten flesh, 0-5 logs, 0-12 sticks, 0-32 arrows, and 0-4 saplings; the mobs also have the same rates of spawning with weapons and armor as zombies. They will pick up any item on the ground and will drop everything in their inventories upon death. In some cases, they can raid chests for food, weapons, and potions and can eat and take them if low on health.
Hermits spawn in hermit huts,
which are 12 times as rare as villages.
They generate in these biomes although the materials of the house will vary.
-Ice plains
-Taiga
-Forest and Birch Forest
-Plains
-Swampland
-Mesas
-Desert
-Extreme Hills
70% of huts will have a mine,
where the tunnel can range from a few blocks long to reaching the lava level. This mine, however is aesthetic, so no ores will be excavated.
70% of hermit huts will also generate with a farm
In the chests, you don't get things which are that valuable, however, in 18% of hermit huts, there is a secret chest in the ceiling where you can get things like diamonds.
In all difficulties except peaceful, hermit run into the nearest door like villagers.
Also noting that there will be a baby version of a hermit, which is a baby zombie model with the arms down, but you can only get it by right-clicking a it with a spawn egg.
I sincerely hope that you like this suggestion and that it's leagues better than the previous. (Sorry about the links)
0
A year ago, I looked at a thread about the terracotta blocks and was surprised to see that only 9% of people hated terracotta and I made a thread about when Minecraft went bad. At that point, I was I sought to bring down the myth the mIneCRaftt is DIeiiiiing and that was only a vocal minority! Now, since 1.13 in coming out soon, I decided to post another thread. (Since bumping is now against the rules)
0
I don't want to bump this thread, but think about it. A world without height limits. (And it's also very lonely since everyone else on the discord prefers survival mode)
1
Have you ever been bothered by the height limit? Do you yearn for those huge realistic cities? Well, you're in luck. With the Cubic Chunks mod by Barteks2x, you can make those cities of your dreams.
This is a creative server that uses several mods, everything you need involving modding can be found here https://discord.gg/PpmYQ9G
And the server can be found here https://discord.gg/HsvNqVT
IP is: 192.168.1.133
And to prove I'm not playing around.
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Update: I added more versions to the poll.
0
I tried to give positives and negatives before, but it failed miserably. http://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2717277-potion-change
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It seems that every now and then, you find a suggestion for something luck based and it get blasted for such a mechanic being out of the control of the player. Even more rarely, you might find a good one.
Example: uhhh i just had an awsome idea whennyou visit a villige there’s s.....a 10% chanceyou’ll be sttackes by all of them it adds a challange cuz your gonna have to wach out which villige you go to
Not only is this suggestion incredibly stupid, but unfair because it’s a random percentage. But how do you make one work? It’s been proven possible with the enchantment system; arguably, it’s beneficial to the game. So what’s the difference between a good suggestion with this and a poor suggestion? How can you avoid mistakes with random chance mechanics? I’d like to know since I had this burning question for so long. And I just can’t find out the secret formula for a good luck based mechanic.
0
I haven’t been on the forums in a few months and I have to ask: why do we need to link our accounts with Twitch? I’ve just been back today and I was wondering why there was something saying that a Twitch account was mandatory in order to use Minecraft Forums. Even if this website was linked with twitch, it seems kind of pointless, seeing that they removed the option of using your twitch account with Minecraft in 1.9. Even if they wanted to, why can’t it be optional? Why do I HAVE to waste my time with something I’ll never use? Sorry about the rambling, but it really irks me that I had to waste part of my morning with something like his.
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I took a spin at making new textures for granite, andesite, and diorite and I want to know what you think.