This is pretty bad, honestly...
First off, it doesn't say anywhere that this is intended to be four player until after you've already downloaded and installed it. There is no reason why you couldn't play thing with 2-6 players anyway, so I don't know why you said four player only in the map.
Second off, there are no pictures.
This map has no command blocks to manage anything, so after one game you've got to reinstall the map. Also, you still have MINECART TRACKS in a post 1.3 map. Come on.
Most of your rules could be enforced by the map itself. For example, you wouldn't need a rule about not using ground items if you just used this command: "/gamerule keepInventory true".
You still have a glass ceiling on your map when barrier blocks now exist. Actually, I'm pretty sure you made this in WorldEdit, which probably means on 1.7, so nevermind. You should change it to barrier blocks in MCEdit, though.
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Dec 1, 2012Mattpoppybros posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)I just used a normal Water Bottle with the custom potion effects. It doesn't display the information on the item, but still gives the effects because you can drink it.Posted in: Maps
Oct 13, 2012Mattpoppybros posted a message on How a leather cap saved my life - Anvil fall damage bugjust build a rapid fire anvil machine gunPosted in: Future Updates
Oct 11, 2012Yes.Posted in: Future Updates
It also happens near rivers.
Show me what "height variation" is.
Here, have some pictures of the current generator, from a world I randomly created a few minutes ago:
The last one isn't as good as the others because sea bed generation is terrible. I also couldn't find any Desert Hills or Ice Mountains, but those exist too.
amazing! flat land in the world generator
its a good thing that you are all complaining that the current generator isn't flat enough
Oct 11, 2012Mattpoppybros posted a message on New changes in Minecraft - Good or Bad? -- Weekly Snapshot Poll --BUT THEY REPRESENT THE MAJORITY OBVIOUSLYPosted in: Future Updates
SINCE ONE PERSON AGREES WITH THEM
Oct 5, 2012Mattpoppybros posted a message on *UPDATED* Disappointed with the Witch's Hut, I expected MORE >_> (Better Design)Posted in: Future UpdatesQuote from RK-9
Fun fact time!
It's THEIR game.
Like it or gtfo.
I wish there was a "dislike" button, because even though I have essentially the same view as you, the way you put it makes me want to disagree.
- To post a comment, please login.
Apr 18, 2012Posted in: Maps
MiniCTM maps are similar to standard CTM maps, just smaller. In each of my maps there are
3 Wool Blocks, 2 Metal Blocks and 1 Challenge Block. The Challenge Block must be crafted
from 9 'Challenge Block Fragments' (Emeralds) that are hidden throughout the map.
There are only 9, so don't lose any!
Find me on YouTube!
MiniCTM [C01] Sandstone
MiniCTM [C02] Happy Love
MiniCTM [C03] Float
MiniCTM [C01] Sandstone
Version 3.10 for Minecraft 1.8.4 or Higher
Welcome to Sandstone. This map is a complete overhaul of my very first CTM map of the same name. Sandstone is pure desert; hot, arid, surrounded by lava and filled with Creepers. You’ll either need to be tough enough to overpower the creatures that reside here, or clever enough to outwit them, if you hope to stand a chance of taking back the land. Find the 3 wool blocks, craft the 2 metal blocks and collect all 9 ‘Challenge Block Fragments’ to craft the bonus ‘Challenge Block’ to complete the monument. This map features; Custom Spawners, Custom Potions, and Custom Item Names with Lore Text.
MiniCTM [C02] Happy Love
Version 3.10 for Minecraft 1.8.4 or Higher
Have a relaxing experience and take a break from all those hard CTM maps. Happy Love starts out in a not so scary world – filled with great equipment, pathetic enemies and an endless supply of cows. Though be warned, don’t try to progress too far unless you want to risk being thrown into another world. A world quite different. There will still be great equipment, but you’ll have to fight for it. And forget ever seeing daylight again… Good luck!
MiniCTM [C03] Float
Version 3.10 for Minecraft 1.8.4 or Higher
A world once not unlike our own. Hit by an unknown global event, the land was ripped from the surface - stuck floating in the sky. Make your way through this foreign land where any misstep could have you falling for a very long distance. It is also rumored that there is a rift opening somewhere close by and through that rift there is an entire ship full of explosive creatures waiting to break through. Stop them from doing so, if you can remain alive long enough...
Jan 8, 2015Hi everyone! Today I present my first map ctm Map, named: The Cold Forest,Posted in: Maps
Thanks for all the people
Link : http://www.mediafire.com/download/2yx9k2w9ll62kzp/The Cold Forest.rar
1:Play in Minecraft 1.8.1
2: Do not use 3 party tools or cheats
3: Play on HARDCORE
4: Do not craft the wools for the WM
5:Survive of any way you can think
6:For win you need place both wools in the WM
Apr 1, 2012Galactic_Muffin posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)NEWS:------------------------------------------------------------------------------Posted in: Suggestions
HUGE NEWS!it's been a year and a half of supporting and discussing this suggestion, it no longer is a suggestion that i can claim as mine for it is an idea that was molded and cared for by so many people, this suggestion is an idea that belongs to the community and because of your help for the past year and a half, we have finally made a breakthrough...
Guys, WE DID IT!
Mojang officially released a screenshot (https://mojang.com/2...napshot-13w41a/) showing colored glass implemented and fixes on the transparency issues they were having before. I can say with confidence that if it weren't for all your support for this topic, there's a good chance that colred glass wouldnt have even been included in this snapshot. For that you guys can be proud to be apart of something big, something that could change the way Minecraft feels forever. Thank you for all your support! And thank you Mojang for putting up with us and taking the time to implement our suggestion! :3Topic:---------------------------------------------------------------------------
However, its not over yet, with the addition of colored glass, there is so much more we can do with it. Adding colored glass could be the beginning of big additions such as colored light in the future; So i will be changing the title of this topic to Colored Light!
Due to this topics' popularity I want this topic to act as an outlet for the communities' ideas and opinions on the topic of colored glass and its implementations in the future. So everyone, let us move on to the next step of our suggestion topic and help make a difference!
"So, I was mining today and stumbled upon beautiful natural glowing crystals in an underground ravine!"
"...Then I investigated a red glow I could see creeping through a tunnel shaft and found myself in the middle of a zombie hive! o__O"
Well, those are some of the things we could be saying if colored glass and colored light were added to MC!
(images above are not real screenshots. They were Photoshopped by me to show what MC could be like if this topic's proposals were implemented)
[NOTE]Colored light and glass is something I believe all minecrafters should be able to enjoy with each other without the midleman or knowledge of mod installing. So for that reason, this suggestion is directed towards vanilla. We do however welcome mods here since it's said that "Colored light isn't possible." -_^
Here is how it could work:
Color Glass Blocks & Changing The Color of Light
Colored Glass and Colored Light are features I have wanted to see in Minecraft for some time. I wanted to see these features implemented so bad that I have come up with some ways it could be used in the game; it would greatly increase building potential and the ability for a player to customize an atmosphere by modifying the color of light. Based on my knowledge working in the game industry as an indiegame digital artist, I know that the impact something like colored glass and light would have on minecraft would be more important than most people know. In fact, it may even be safe to say that even Mojang underestimates the aesthetic importance of colored light and being able to manipulate it.
Here is a little diagram that briefly explains my proposition:
Here is a colored light mod that CptSpaceToster in a video spotlight! check it out! (ehem you too mojang -_^) colored light IS possible and it IS necessary this video shows that:
Here is a different crafting recipe that was originally suggested by ChadGarion25. It is fantastic and gives cauldrons an actual use.
Tell me what you guys think
Support colored glass by wearing this banner:
(Signature will NOT work if you do not paste this code into your signature via code editing mode. Turn on editing mode with the little switch at the top left corner of the editor)
Also, if you like this suggestion and want to help it become a reality, give the first post in this thread rep points, and get your avatar featured in the 'We Love This Post!' banner down below the OP!!!
Cool Ideas by you guys -_^:
Quote from ChadGarion25
Redo how dyes are handled all together by giving cauldrons a purpose; making dye into a liquid form
- Cauldrons containing water can be right clicked with powdered dye to color the water (a tint of water won't require new block types)
- 3 objects can be dyed by right clicking the cauldron of dye whilst holding them. In this case, wool blocks, glass blocks, and glass panes (you can still take stained glass blocks of the same color and craft panes)
Here are some images that better explain the proccess:
Quote from neraphim
If i were to make any suggestions, i would recommend a simple refraction system. Like redstone only carries current 13 blocks or so, the glass panels could, if encased in non-opaque blocks, carry the light further than it would normally travel (like optic fibers). Additionally i would suggest colored redstone lamps, so that the color could be turned on and of at the switch of a button.
I have received a lot of comments about glass blocks and changing light color causing too much lag or requiring an entire overhaul of the light engine MC currently has implemented. What people don’t fully understand is how MC lights work and where in-game lag actually comes from in videogames. I can't say I completely understand how exactly the MC lighting engine works as I have not seen the code, however it is briefly explained here: http://www.minecraft....net/wiki/Light if you have any better knowledge or sources that explains these points better, feel free to critique my points and share your insight on the topic.
"Why did you label the topic as 'original'? This isn't the first colored glass topic, you know..."
You are correct, this is not the first topic on colored glass, nor am I saying it is. The 'Original' tag in the title is referring to this topic and it's contents specifically. On several occasions, I came across my topic copied directly into Redit and other online blogs; without any sort of credit to the images and content. As the images in this topic were created from scratch by me, copying this topic would be considered art theft.
So to answer your question, the Colored Glass! topic is labeled as original because it is, the original.
Is it possible to change the color of the light?
Yes. Difficult, but possible. It used to be quite easy to light blocks with individual colors in early versions of Minecraft, but with the current light system this is no longer the case. It would require additions to the light system, the renderer, the map file format, and the network protocol. (A technical proposal can be found here, behind the cut.)
(question aswered by Nocte)
Will it cause lag?
Yes, unfortunately the addition of colored light will lower your frame rate. How much? This is hard to predict until someone actually tries it on a variety of hardware, but there's no reason to believe it will be anything drastic. It will also have an impact on memory use -- 64 KB per unpacked chunk to be precise. And of course the color information will have to go over the network somehow. If necessary, it would be possible to add an option to simply ignore the color information, and keep the current system where all block lights have the same yellowish color.
(question aswered by Nocte)
"Are there any Mods with Colored glass or colored light?":
Yes, there are some mods for colored glass and there are older mods that have colored light implemented into MC. Here are just a few of these projects:
• Kovu, a follower of this topic has been working on a colored light prototype. wheather he is doing it with the current minecraft engine or not is unclear but if it is, this proves that colored light is indeed possible with the current lighting engine. it may just need some performance updates. -_^
Discussion found here:
• Nocte, one of the followers of this topic is very knowledgeable of what is going on behind all the gears and pendulums of Minecraft and has been working on this project. He may even tackle colored light. -_^
• CptSpaceToaster, one of the followers of this topic is currently working on a colored glass mod inspired by this topic and he is making big progress on colored light; proving that it is Indeed possible to do. You can watch his progress on his colored glass and light mod topics here:
• Here is a cool mod by Georqq that uses the same system suggested here; smelting colored sands to create colored glass, check it out!:
Colored sands into colored glass
• Here is an outstanding colored light mod that was in the works by theoneandonlyflexo check out his videos and his channel!
"I don't like colored sand because it would add too many new blocks to MC":
I added colored sand as an option for crafting colored glass because it would kills 2 birds with one stone. It would solve problems for people wanting colored glass and people wanting more color variations in standard blocks such as non-burnable, gravity, and stairs/slabs. The colored sand idea actually wouldn't require any new blocks or textures at all. The reason why, is because of how it could be programed. Much like how the biomes change the color of grass and leaves, both can wool and sand. Thus all blocks or future blocks that are craft able from sand or wool could be done in the same way; being colored entirely in code and decreasing the textures needed for the blocks. This solution would obviously require a change to how entities work but it would make way for limitless amount of colored items much like how leather armor works.
Now you may still be thinking, "well, that still doesn't fix the items being displayed in the inventory" actually it wouldn't be much of a problem since all of these items are just as hard to craft, having an inventory full of different colored sandstone blocks and the like, is only the fruits of your labors; having to collect dies, making cored sand and crafting them into stone. If what you are worrying about is the creative menu being overly crowded; this also wouldn't be a problem since the 1.3.1 update that added an improved creative mode inventory with
categorized tabs for various items/blocks and a search menu. If more colored blocks are added, they could simply just be added into to their own tab with would be extremely useful for pixel art artists and the like.
If you are still unsatisfied with colored sand being a step in creating of colored glass, we have discussed other options as colored sand is only a suggestion. Please look at "Cool Ideas by you guys" above for more information.
"Wouldn't it be easier to make colored glass by just combining it with dye like how you make wool?"
Easier yes, but wouldn't make much sense. Colored sand would mimic how real colored glass is created and it would open up more opportunities for new blocks using colored sand; including colored sandstone steps. Also, considering the "special properties" of colored glass, I believe it should be slightly harder to craft instead of simply adding color. with that said, I do not intend to say my crafting proposition is the best solution. In fact there have been many great alternative suggestions that have been made here. So keep thinking critically, innovate on existing ideas and give us some great suggestions!
"Has Mojang seen this?"
Yes, in fact we even heard back from Mojang on the topic; Nathan Adams also known as Dinnerbone from Mojang stressed that they have indeed been noticing the feedback on colored glass from the community. He also stated that colored glass is indeed possible and hinted that implementation of colored glass is not a "no"; which is exciting news.
Unfortunately, he also informed us that colored light is impossible on a large scale with the current lighting engine. However he also stated: "The lighting system is extremely broken and needs rewriting" this could mean that there is still a chance, if re-written, a new lighting engine may be able to support colored light. But this is uncertain.
The whole conversation can be found here:
ChadGarion25 informed me of a tweet made by Dinnerbone on 25 Sep at 6:14 AM eastern time where dinner bone posted a comment that could be very promising for colored glass and colored light to be implemented into Minecraft!
Check it out!
So basically what we can assume from all this is:
1) colored glass is very much possible in the current version of Minecraft; except it wouldn't allow other transparent textures to be seen through the glass (much how ice and water works in MC) and it would be difficult to ad a Z-buffer without having performance issues on slow platforms. This may not be much of an issue as most people will not have a reason to blend the colors of glass by stacking and though not completely transparent, it may look ok anyway. however I feel if a z buffer were added, perhaps there could be a toggle in video settings to turn off z-buffering for those who are playing on slower computers. Dinnerbone also hinted that the implementation of colored glass into vanilla is neither a yes or a no... so, I wouldn't give up on it just yet, guys. -_^
2) There are mods that have colored light implemented in versions of Minecraft before the adventure update. Check out theoneandonlyflexo for more info!
3) Yes Mojang has noticed this topic so there is no need to keep tweeting it to them as if they have never seen it.
Feb 12, 2012Posted in: SuggestionsIMPORTANT: Long time has passed and now I am certain that developers don't care about forums and community suggestions. But you CAN implement random textures into your texture pack and clients with MCpatcher or optifine will see them. I made a tutorial a while ago but it is horribly outdated and I have no idea how it works now and I don't feel like updating it, sorry.
The idea:According to my idea, there would be few different textures for every block (or almost every) that game would randomly pick when the block is placed or found already placed. Common suggestion was also to add random items too.This should improve the way everything looks (especially with texture packs) and it would work similarly to random mobs mod that is already supported and used in many texture packs. Look below if something is not clear for you yet.
Scheme below is OUTDATED due to changes in 1.5 then later in 1.6 In fact it's easier implement with today versionsMore pictures in the spoiler!
Misa's Realistic texture pack with this addition:
Quote from Misa
Y'know, this idea has been a working feature of MCPatcher since mid-April... I've supported it in my pack since it first came out. I'm kinda surprised people still don't know about it at this point. Check the documentation on the MCPatcher thread under the information for texture pack authors. The random texture feature is under the CTM support (method=random). You can even give weights to the random textures so that some are more likely to randomly show up than others. Here's just a few examples of some of the stuff you can do with the feature:
Random textures on grass, tall grass, and flowers.
Random textures on stone bricks to make them look a bit less perfect.
Random mushrooms with a closer shot of some of the random stone bricks.
Random labeling on TNT blocks. (You can also use random textures to give fences unique art not shared with planks.)
All of the above screenshots were taken with only MCPatcher installed(no other mods), and my pack selected.
- I've found few replies in various posts about this, but I wanted more people to see it. This is only an suggestion so far, and i simply modified my terrain.png files.
- Mojang has already done something like this - mossy and cracked bricks in strongholds that add much more variation. And if any of you played Terraria, you should get the idea because variations between grass, blocks and everything else is also seen there.
- And since many of you mentioned, this could be optional, let's say a texture pack artist doesn't have enough time for this, he simply leaves all variants of block texture same.
You're welcome to send me more pictures showing how this feature looks in a texture pack of some kind. I'd post them here.
You'd really help if you post this banner into your signature!!! (copy-paste the code below)
Oct 1, 2012Posted in: SuggestionsThe Nether Above Bedrock- Adding a SurfaceThere have been tons of suggestions on expanding the Nether. Sure the Nether could be improved with new mobs and structures, but I think the Nether's size is just fine height-wise. This thread is different than those other, redundant threads. This thread adds a whole new surface world above the Nether. Now before you say, "You idiot, why would we want a SECOND overworld?!?" read on...
This will be no ordinary world. The fiery Nether lava below powers a dense tropical jungle above. But first before describing the jungle, how do you get there?
All Nether portals, no matter the height, spawn you underground. In between the below-Nether and the tropics above are lava pools. The layers go as follows (from down to up): Netherrack, lava lakes, stone, dirt. So the only way up is to:
a:) Safely put blocks on the lava to make walls around your staircase.
b:) Drink a Fire Resistance potion to survive the lava.
c:) Use a ventilation shaft. (More on this below)
d:) Climb a Nether Fortress. (More on this below)
Now before I dig (get it?) into this suggestion, here are some technical aspects.
- The sky around the Nether must change to a greenish-blue color, with clouds and a sun.
- The Hell biome plants and vegetation should be colored a jungle green.
- Day and night, but beds still blow up.
Note, I will refer to the jungles above the Nether as the "Tropics", not meaning to copy the mod Tropicraft. The landscape in the Tropics is hilly in the jungles, but with smooth beaches with shallow oceans. There will be up to four by four trunks on the biggest trees. There are also smaller, one block wide trees and bushes along the ground.
The beaches in the Tropics have one tree: the palm tree. The palm tree is a jungle wood tree that grows on sand. To plant one take a jungle sapling and plant it in sand instead of dirt. They're one block wide trees, and can be ten blocks tall. If they are three or less blocks from water, they will grow leaning toward the water.
Oceans are up to five block deep bodies of water, except the water is a new water block called "Tropics Water" or something along those lines.
Trenches are also generated. They can be as short as five blocks, or as long as 20. They can also be different widths, from one block wide to five blocks wide. Trenches are pits right to the Nether below, so it's literally a straight pit to Hell.
Mobs:There are several new mobs implemented into this land. Most of them are hostile and will attack you on sight.
Health: 10 hearts
Size: Two blocks long, one block wide, and two blocks high
Attack Strength*: Two hearts
Details: The raptor is a hostile, pretty fast mob. It spawns in the jungles
Health: 8 hearts
Size: Two blocks long, two blocks wide, and one block tall
Attack Strength*: 1.5 hearts
Details: The pterosaur is a flying mob that is neutral. If you have any food in your hand it will attack you. It usually flies 10-20 blocks above the ground.
Health: 15 hearts
Size: Five blocks long, 1.5 blocks wide, 1.5 blocks tall.
Attack Strength*: Three hearts
Details: The serpent is a water mob that spawns in the oceans of the Tropics. It attacks you when you get 32 blocks or closer. Sometimes in deeper water it grabs you and pulls you under, from which the only way back up is by hitting it on the nose
Health: 25 hearts
Size: 12 blocks long, two blocks wide, six blocks tall
Attack Strength*: Four hearts
Details: The t-rex is a rarer monster that is very strong and powerful. If you get near it, you will most likely die, unless you hide in a hole, climb a tree, or are very well prepared. The t-rex attacks by ducking it's head down and snapping at you. It runs fast, and is armored on all it's body except underside.
*On normal difficulty
Structures:There are some new structures implemented, and a previous structures in the Nether is updated.
Nether Fortress Updates-
Details: If this is implemented, then there would be a new addition to Nether Fortresses. Nether Fortresses that spawned above block 64 have an uncommon chance to spawn a tower. Now this tower is a 5 by 5 block structure that takes you up to the surface. The tower is a staircase that spirals you up. It passes by the lava lakes, and around that area the Nether bricks turn to regular stone bricks. When you emerge, you are in a new structure.
Size: About 20 blocks long, 20 blocks wide and ten blocks tall.
Details: These strutures are made of stone brick (mossy and cracked too) and are where the Nether Fortresses connect to the surface world above. The Pigmen Temples have chests on the second floor, with valuables. Zombie pigmen spawn inside this structure. If you take something from the chest, they all attack you.
Images coming soon!
So thanks for reading! Please comment and give a +1 now!If you have any suggestions, especially for mob drops, TELL ME.Please fill out the poll at the top of the post.And if you want to make a mod PM me!
Jul 11, 2013MrRedstone posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)Posted in: MapsQuote from Hybran
i dont get it
I think Apple means that people who played Inferno Mines only really have played Vechs maps, and they don't know how bad a CTM map can be.
Jul 7, 2013Hybran posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)Posted in: MapsQuote from MosAnted
How does IM compare difficulty-wise to other SH maps?
In terms of comparing, you have a wide range of options, such as graphs, scales and charts.
Aug 24, 2012iBurger posted a message on |*~|*~More Enchantments~*|~*| Over 40 DIFFERENT and unique enchantments! Just read it!IMPORTANT NEWS :Posted in: Suggestions
I'm back guys! I won't really be checking this topic much, but I will add more enchantments as I think of more. Thank you for all of the support. It means a lot.
All of these enchantments work on players and mobs unless noted otherwise.
Why do we need more enchantments? :
In a tweet Jeb posted, he said that he would like to see some more enchantments in the game. Also, it adds more variety to the game, and who wouldn't want more enchantments?
Haven't we seen this a many other posts? :
Yes, it is true that other posts talk about this, but the enchantments on this page will blow you away! Many of the comments here have great feedback about this thread, and trust me it will be worth reading. These are very unique enchantments!
LOVE THIS! I am going to spam this at Dinnerbone and Jeb! :
NO! DO NOT DO THIS! It is very disrespectful and although I like the support, we should respect Dinnerbone and Jeb. There are better ways to support this thread like sharing with other Minecraftians!
Enchantments with * next to them means that that enchantment is not my original
idea. The links to the original enchantments will be at the bottom of the page.
New Sword Enchantments :
Spark | Max Lv. III | Uncommon
What the spark enchantment does is, when you hit a mob, lightning strikes onto the mob, but it doesn't light it on fire (that would take away the Fire Aspect enchantment). It deals a half heart more, and knocks the mob a bit (knocks far less than Knockback). Now, I know that it kinda takes away the Knockback enchantment and sharpness a bit, but the effect doesn't work under a roof and the nether because lightning wouldn't be able to go through the roof. The higher the level, the more damage the lightning will deal.
Gravity | Max Lv. III | Uncommon
The Gravity enchantment makes it so that when you hit a mob/player they will be tossed 2 blocks into the air. This works well with Knockback. The bad thing about this enchantment
though is that it will be hard for you to hit your opponent when they get knocked into the air.
Don't think this is an unfair enchantment because it really doesn't help you to much. Every
level, 1 block will be added to the toss.
Exhaust | Max Lv. III | Rare
When you hit a player with the Exhaust enchantment there is a 10% chance that they will lose
half-hunger. If they already ran out of food, they will take a half heart of damage. Every level,
the chances of them losing hunger increases by 10%. This enchantment is good because if
they lose all of their hunger, they will be damaged from it. Also, if they only have 3 hunger bars
left, they can't sprint. When you hit a MOB, they will be slowed for a second.
Incise | Max Lv. III | Uncommon
With the Incise enchantment, you have a 10% chance of getting a critical hit on your opponent. Right now, the only possible way of getting a critical hit is by jumping and hitting your target which could be annoying and makes your hit less accurate. Every level, an extra 5% is added to the probability of getting a critical hit.
Noxious | Max Lv. II | Uncommon
The Noxious enchantment gives you a 15% chance to poison your opponent and a 15% chance of giving your opponent the nausea effect. If you didn't know, the nausea effect is an unused potion effect that disorientates your opponent. Similar to the effect when you walk into a Nether portal. Anyways, at level one, the effects only last for 5 seconds. Noxious II makes the potion effects last 2 seconds longer, and makes the chances of getting the potion effects higher also. It is IMPOSSIBLE to give someone both the poison and nausea effect.
Everlasting | Max Lv. III | Common
The Everlasting enchantment makes your sword's durability last longer. This is exactly the same as the Unbreaking enchantment for tools, but I think this should now be implemented into a sword enchantment. You know how Unbreaking works, so I won't explain what this enchantment does since they are the same.
Repulse | Max Lv. II * | Common
This sword enchantment causes blocking to be buffed by a 1/2 heart more. This makes the total of damage blocked 1 heart. This makes you invulnerable to fists. At level 2, you block 1.5 hearts in total. When you block while being hit by any projectile, it is countered back at the target at 40% of the original speed.
Insight | Max Lv. II | Rare
When you kill a mob, you get +5 XP. At level two, when you kill a mob, you get +8 XP. This can be a very helpful enchantment because you get more XP and can enchant more gear!
Cleric | Max Lv. III | Very Rare
When you critical hit a player/mob with the Cleric enchantment, you get a 50% chance to get a random potion effect. The chances of each potion effect are 40% Swiftness I, 27% Fire Resistance (1 minute), 27% Night Vision (1 minute), 2% Regeneration (3 seconds), 2% Invisibility (30 seconds), and 2% Strength (5 seconds). This is not an overpowered enchantment because you have to critical hit by jumping which most people don't do, and the chances for getting Regeneration, Invisibility, and Strength are really low. Plus, they don't last for long (except for Invisibility because they will see your armor, if any). This enchantment is impossible to get with Bust because it would be easy to get the potion effects.
Hell | Lv. IV | Common
With the Hell enchantment, you deal extra damage to mobs in the Nether. This is very similar to the Smite enchantment, but it's for the hellish mobs.
Clutch | Lv. I | Very Rare
After you hit a player or mob, they are pulled back to you. This is the exact opposite of Knockback. What can this be useful for? If you are in a PVP situation and someone is running away from you, you can pull them back to the fight and kill them. This can also be useful for passive mobs. When you try to get food from pigs, cows, etc. they run from you after you hit them, but the Clutch enchantment would make this easier.
Faith | Lv. III | Very Rare
When you hit a player/mob, you make their armor durability decrease faster. This can be great for when fighting against players or mobs with weak diamond armor. Every level, your opponent's durability will drop even faster. This is somewhat similar to the Toughness enchantment.
Stagger | Max Lv. I | Rare
With the Stagger enchantment, you can completely ruin your opponents aim just by hitting them. Say I hit someone with a Stagger enchanted sword. They would be looking somewhere else instead of me. This may be a little OP, but the victim's aim wouldn't be completely ruined. They would be looking right next to you, or somewhere very close to you.
Fortify | Max Lv. I | Very Rare
Every time you hit something with the Fortify enchantment, your sword gets stronger. Every 25 hearts of damage you deal, 1/2 more damage is added to your sword. This enchantment cannot be with the Legend enchantment because the sword would become WAY overpowered. The most damage you can add to the sword is +5 hearts, and the sword has less durability.
Proximity | Max Lv. II * | Rare
Any surrounding mob/player in a 2 block radius are damaged half a heart when you hit another player/mob. This can be useful for fighting zombie hordes and such. At level two, the radius is 3 blocks. Do not say this is overpowered because it is only a 2-3 block radius.
Chronic | Max Lv. I | Rare
When you click while holding a Chronic enchanted sword, you will swiftly swing your sword two times. This can be used to start an attack and finish off your opponent quickly. Spam clicking will not work because after you click, you will have to wait about a second before clicking again. Though this may be hard to program, it will be very cool to see this enchantment in the game.
Assassination | Max Lv. III | Uncommon
Your first attack on a player/mob will do 30% more damage than normal! This can be useful for sneaking up on any mob/player and can give you a quick advantage without the enchantment being super overpowered. Let's say every 30 seconds if you don't hit any mob/player, you deal the extra damage. Every level, 5% will be added to the extra damage.
Buzzkill | Max Lv. I | Rare
With the Buzzkill enchantment, you deal one extra heart to players/mobs that have 40% health left. This can be used for quickly finishing off hurt mobs or for quickly killing weak players. This will give you an advantage against hurt players/mobs.
Obliteration | Max Lv. IV | Rare
The Enderdragon and Wither are no match to you with the Obliteration enchantment! What this enchantment does is make your attacks do 30% more damage to boss mobs such as the Wither. This enchantment is perfect for prepping for Enderdragon fights. Not to much explaining needed. Every level, 10% is added to the extra damage.
New Bow Enchantment :
Rapid Fire | Max Lv. I | Very Rare
The Rapid Fire enchantment allows you to draw back your bow 1.5x faster. This has probably
been in a couple of other posts, but I decided to go further into detail. If you have missed the instant drawback of your bows from beta, this is the right enchantment for you. Also, after 5 shots, you will have a 1 second cool-down before you can fire your arrows again.
Marksman | Max Lv. III | Uncommon
Marksman allows you to shoot targets from much farther. The distance of the arrow will increase by about 5-10 blocks every level. If I'm not mistaken, the Power enchantment for the bow does not increase your bow range, so this might be a convenient enchantment. This DOES NOT increase the damage of your bow though because that would be like the Power enchantment.
Frost | Max Lv. III | Uncommon
This has been posted in many other threads, so this is not my original idea, but I'm still including this into my list of enchantments. The frost enchantment makes it so that when your arrow hits a player or a mob, they will get a slowness effect for 1 second. Blue swirls will be seen coming from the player hit. Why blue swirls? Because it fits the name. When you hit someone with Frost II they will have slowness for one extra second.
Volley | Max Lv. V | Rare
The Volley enchantment makes it so that when your arrow is in mid-air, it splits into 3 different arrows in different directions. This can be possible if Dinnerbone programs the arrow to split after 1/2-1 seconds. I wouldn't say this is an OP enchantment because there's a very little chance that not all of the arrows will hit your target. If you have less than the number of required arrows needed for the split, it will just fire a single arrow. Every level, 1 arrow will be added to the volley.
Bullseye | Max Lv. I | Uncommon
Have you ever seen that curve up the y axis and it made your accuracy worse? Well, with the
Bullseye enchantment, that is completely removed! The arrow shoots straight without the
gravity pulling it down. After the arrow has reached however far your normal shot would be, the arrow would immediately drop. This enchantment would be good for accuracy, but it would not go farther than what a normal arrow could go.
Gunk Shot | Max Lv. II | Uncommon
The Gunk Shot enchantment allows you to poison or give your opponent nausea. This is the same as the Noxious enchantment, just for bows. I feel the Gunk Shot enchantment should be a bit worse than the Noxious enchantment because it is ranged. You have a 20% chance of giving your opponent poison or nausea, and the effects only last for 4 seconds.
Penetration | Max Lv. IV * | Rare
The Penetration enchantment makes your arrows penetrate 15% of the armor your opponent has. If the other player does not have armor, nothing will happen. Every level, 5% will be added to the armor penetration.
Phase | Max Lv. I | Very Rare
The Phase enchantment allows you to have a 25% chance to go through your opponent. If the arrow does go through the opponent, it does 1/2 heart less. The arrow cannot go through 2 people, but it can still damage 2 people at once. When the arrow hits the second person, it deals 1 heart less. The arrow also has a 5% chance to go through 1 block wide walls, and does less damage if it hits someone behind the wall. This enchantment will be as rare as Silk Touch. This enchantment does not add more damage.
Hawk Shot | Max Lv. I | Rare
Do you have bad aim with a bow? Well with the Hawk Shot enchantment, you won't have to worry about it as much! What this enchantment does is make your shot a bit more accurate. How? Well first you aim, but of course you aim badly, so say you hit to the side of who you're aiming. The arrow will slightly drift to the left, but not completely to the left to make Hawk Shot a bit more fair. Do not think this is OP because again the arrow only drifts to your target, nothing more. If you shoot a bit more than three blocks to your target's left, the arrow will not hit the target.
Necromancer | Max Lv. III | Common
You do 1.5 hearts more damage to skeletons and wither skeletons. This is pretty similar to Smite, but it's only for skeletons, and it does more damage to them. Every level, half a heart will be added to the extra damage.
Scope | Max Lv. III | Uncommon
When you drawback the bow, you zoom in a bit more. That might sound a bit confusing, but basically when you aim with the bow, everything will look closer. This can be useful for aiming things farther away. Every level, it zooms in a bit more.
Brisk | Max Lv. III | Uncommon
The speed of your arrow is increased when your bow has the Brisk enchantment. The arrow will travel 10% faster than normal which gives your opponent less time to react. This enchantment does NOT increase the power or range of the bow. Every level, 5% more speed will be added to the arrow.
Specialist | Max Lv. I | Rare
With the Specialist enchantment, you can shoot more than just plain old arrows! You can now shoot splash potions, fire charges, etc. This can be useful for shooting splash potions at your enemy from far away! Fire charges don't take away the Flame enchantment because you would only have a limited amount of flaming projectiles. Shooting snowballs could be used for longer ranged snowball fights! As you can see, this enchantment would allow players to have a bigger variety of things to shoot.
New Tool Enchantment :
Alacrity | Max Lv. II | Uncommon
Have you ever felt that small pause when you are strip mining or when you are just breaking some blocks? That's because there actually is a small pause between breaking blocks! This enchantment completely removes that small pause which will result in faster mining. This enchantment is very similar to the Efficiency enchantment, but they can actually have different uses. The difference between the two are the Efficiency enchantment breaks blocks faster while the Alacrity enchantment removes that pause between a block breakage. That is the difference.
Microwave | Lv. I * | Rare
The Microwave enchantment makes it so that when you mine items such as wood, iron ore, and others, you get the furnaced form of it. An example is, you mine gold ore, and you get a gold ingot instead. It is IMPOSSIBLE to get the Silk Touch enchantment and the Microwave enchantment because this would create too many problems.
New Pickaxe Enchantment :
Prospect | Max Lv. III | Uncommon
What the Prospect enchantment does is, when mining stone there is a 1/500 chance of
getting a gold ore when under level 31, a 1/500 chance of getting an iron ore, and a 1/150 chance of getting bone or rotten flesh. Why do you say bone or rotten flesh? It makes sense. Bones for those skeletons that died for whatever reason, and same with rotten flesh just with zombies. The higher level the enchantment, the higher chances of getting iron and gold rises; bone and rotten flesh don't rise because it would clutter up one's inventory.
Reward | Max Lv. I | Uncommon
Every ore you mine, you get +5 XP from it. This does not work with gold ore and iron ore. To get the extra XP from gold and iron, you must smelt it, otherwise you will be able to get infinite XP.
New Shovel Enchantment :
Excavate | Max Lv. III | Uncommon
The Excavate enchantment is the same enchantment as Prospect, just for shovels, though. It
is the exact same thing except that the chances are higher with shovels.
New Axe Enchantment :
Timber | Max Lv. III * | Very Rare
What this enchantment does is, when you mine a tree, the 2 wood blocks above the wood
you mined will also drop. Every level, +1 wood blocks will drop. About griefing; It's going to
take the griefer a lot of time to get this enchantment, and many griefers aren't that dedicated,
so you won't have to worry about them that much. For lag, well, it's only 4 blocks at most; it
won't cause any major problems.
Deadly | Max Lv. II | Rare
Many people know that axes do more damage than a fist, but not as great as a sword. The
Deadly enchantment makes your axe deal a half-heart more. At level 2, you can deal 1 heart
more. Some people might hate on this enchantment because you could just craft another
sword, but if you had an axe as a weapon, it would be a multi-purpose tool; You could chop
down trees and use it as a reliable weapon. Why is this enchantment rare? It's because some people may not want to use an axe as a weapon, so they should have a better chance to get a normal tool enchantment.
Upshot | Max Lv. III | Uncommon
With the Upshot enchantment, if you break some leaves from a tree, there is a higher chance that an apple or sapling will drop. This can be useful for people who need food, and the same to those who need more saplings.
New Armor Enchantment :
Soul Steal | Max Lv. I | Very Rare
Every 3 hearts of damage you take while having the Soul Steal enchantment, the player/mob
who last attacked you will take 1/2 a hearts of damage. This is not an OP enchantment because 1/2 hearts is very, very little.
Toughness | Max Lv. III | Rare
When a player or mob hits you with any item with durability, more durability will be used. This can be a nifty enchantment if a player/mob has a low durability sword. It will break much faster which will give you a window of opportunity to kill them. At level three, they will deal 1/2 heart less damage, and their tool or whatever they are using will break even faster. This enchantment is not stackable.
Revenge | Max Lv. II | Uncommon
When you have a half heart of life left, the mob/player who last hit you will have a 50% chance of burning or poison for 5 seconds. At level 2, the effects will happen when you have 1.5 hearts left. Would this be too OP? Would this be too similar to the Soul Steal enchantment? Please comment below!
Burnout | Max Lv. III | Rare
The Burnout enchantment increases the time between damage while burning by 2 seconds. This is very similar to the Respiration enchantment. Every level, 1 second is added to the damage delay. This can be very useful in the Nether, and this is not like the Fire Resistance potion because you can still catch on fire.
Focus | Max Lv. III | Uncommon
When you get hit, you don't flinch as much. Why is this useful? The Focus enchantent can be
useful if you try to spam click someone. Every level, you don't flinch as much. Pretty simple
Final Strike | Max Lv. II | Rare
After you run out of health, you have one second to hit your opponent one last time! At level two, you have two seconds of life after death. This is not really overpowered because one second isn't much time to react and even if you do hit your opponent, they might not even die.
Prosaic | Max Lv. IV | Common
The Prosaic enchantment makes negative potion effects have less potency on you. Another way to think of this enchantment is anti-potion I guess. At level one, the negative potion effect does only 10% less damage/duration on you. Every level, 5% is added to the resistance. This can be useful on witches, withers, and spider jockeys. Not to mention on multiplayer servers when other players are using potions against you.
Cyanide | Max Lv. IV | Uncommon
Poison does less damage to you with the Cyanide enchantment. This could be good for fighting cave spiders, players with poison splash potions, etc. The only downside about this is that it does damage to your armor. At level one, the poison does 15% less damage. Every level, 10% more will be added to the resistance.
Knock Resistance | Max Lv. IV | Common
With the Knock Resistance enchantment, you will not be knocked back as far as you would normally be knocked back. What can this be useful for? Say you're near a cliff and a skeleton hits you with its arrow. Knock Resistance would be very useful in a situation like this. Some may think this would be a pointless enchantment, but it actually can be an enchantment that saves your life in certain situations. The higher the level, the less you will be knocked back.
New Helmet Enchantment :
Breath | Max Lv. III | Rare
The Breath enchantment makes it so that when you are suffocating in a block, the damage rate is slower. The higher the level, the slower you take damage. This is a somewhat similar to the Respiration enchantment just for blocks.
Clarity | Max Lv. I
The Clarity enchantment allows you to see through water easily. Currently, when you look into the water, a blue haze is seen, but with Clarity, you can see clearly under and over water with a lighter opacity which results into clearer water. Also, a night vision potion only makes the darkness go away, not the haze. A night vision potion results in brighter, but not clearer water. The Clarity enchantment could be useful for underwater combat or for constructing an underwater building.
Detection | Max Lv. I
With the Detection enchantment, hostile mobs, neutral mobs, and other players glow. They do not actually emit light, but they simply glow. This can be used to be aware of hostile mobs when exploring a cave. This may create more light problems, but I am pretty sure Mojang can fix it.
Awareness | Max Lv. I
With the Awareness enchantment, You can hear mob and player footsteps from a far. Another
feature of this enchantment is creeper footsteps are louder, and when a player is sneaking, you can hear their footsteps also. This is to prevent creeper sneak attacks and player sneak attacks. Also, when mining, you can hear water and lava a bit better.
New Boots Enchantment :
Trudge | Max Lv. III | Very Rare
When walking in the water with the Trudge enchantment, it's almost like walking on land. You
walk 1.25x faster than you would be walking when in water. Basically, this means that water
does not affect your speed as much. At level three, you walk as fast as you would on land. This enchantment can be convenient if you're being chased in the water.
Agility | Max Lv. I | Rare
The Agility enchantment allows you to climb ladders/vines 1.5x faster and run up stairs. Also,
soul sand doesn't slow you anymore, and when running on ice, you instantly run faster; No more of that wierd slow then fast movement. Currently, when you are climbing stairs, you cannot run, so this can be useful for that.
Stealth | Max Lv. I | Common
When you walk behind a mob, no noise will be made, and the mob will not attack you until you attack them or walk in front of them. This can be useful for trying to sneak across a desert without mobs attacking you. Also, in multiplayer, you can sneak up on someone and not make a sound!
Leap | Max Lv. I | Uncommon
With the Leap enchantment, you will be able to jump a tad bit farther. This will allow players to jump over ravines and make daring moves. This enchantment could possibly be useful for map makers when creating parkour maps.
I spent a lot of time doing this. It would be great if you :
DON'T FORGET TO FOLLOW! (You will be kept up to date when I add new enchantments)
DON'T FORGET TO COMMENT! (It will help me know of what you think of these enchantments. This also is the most important to me!)
DON'T FORGET TO PRESS UP REPUTATION! (It helps me a lot and it supports this thread and it takes a second)
DON'T FORGET TO CAST A VOTE! (Also lets me know of what you guys think!)
DON'T FORGET TO SHOW YOUR SUPPORT! (It really helps a lot, and makes me remember that you guys are still supporting this!)
DON'T FORGET TO COME BACK LATER! (I am still adding more features and enchantments to this thread)
Also, RAINBOWS FTW!!!!
Supporters : (If you leave good feedback and/or press up reputation your name will be added to one or both of the lists! If you don't want your name added just say it in the comments and we won't!)
Good Feedback List
Up Reputation List
Grand Poll :
All of the recorded votes will be here!
(Last Updated - 10/5/12)
Positive Votes : 104 Votes
Negative Votes : 5 Votes
Positive/Negative Ratio : 20.80
Enchantments with stars next to them mean they are not my original idea. The links will
be in the bottom spoiler. Also, I am promoting a few threads. One is a thread similar to
mine about potions and other enchantments. Check it out!
http://www.minecraft...ll-the-support/ Jim_Puff's Thread
Here are the links to the original enchantments that I found!
Repulse - http://www.minecraft...d-enchantments/
Penetration - http://www.minecraft...8#entry14625028
Microwave - http://www.minecraft.../#entry17700033
Timber - http://www.minecraft...e-enchantments/
Proximity - http://www.minecraft...nt-suggestions/
Aug 24 : Started thread
Added Gravity and Marksman enchantment
Added "More Enchantments" achievement banner
Added and Modified Poll
Renamed Worth enchantment into Prospect enchantment
Improved Prospect enchantment
Aug 25 : Nerfed Endurance enchantment a bit
Nerfed Spark enchantment a bit
Added New Banner
Added Timber, Exhaust, Clarity, and Frost enchantment
Improved Rapid Fire, Prospect, Frost, Spark, and Soul Stealer enchantment
Renamed Endurance enchantment into Soul Stealer
Aug 26 : Improved Spark, Gravity, and Prospect
Nerfed many enchantments
Added Alacrity, Trudge, Volley, Extreme Conditioning, Bust, Awareness,...
...Noxious, Toughness, Reward, and Breath enchantment
Added intro questions
Added Supporters spoiler
Aug 27 : Added Bullseye and Legend enchantment
Nerfed Bust, Exhaust, and Reward enchantment
Removed Clarity and Awareness enchantment
Renamed Extreme Conditioning into Obstacle
Aug 28 : Nerfed Rapid Fire enchantment
Added Gunk Shot enchantment
Aug 30 : Improved Gunk Shot, Noxious, and Exhaust enchantment
Renamed Obstacle into Agility
Aug 31 : Improved Gunk Shot and Noxious enchantment
Added Microwave and Penetration enchantment
Sept 1 : Added Deadly, Revenge, and Repulse enchantment
Added Links spoiler
Improved Exhaust and Bust enchantment
Sept 3 : Added Burnout and Insight enchantment
Sept 4 : Moved Deadly enchantment
Improved Gravity enchantment
Sept 6 : Nerfed Gravity and Noxious enchantment
Sept 8 : Added Cleric enchantment
Sept 9 : Added Phase, Clutch, Hawk Shot, and Hell enchantment
Nerfed Phase enchantment
Improved Agility enchantment
Moved Deadly enchantment
Sept 10 : Added Vulnerability and Focus enchantment
Renamed Vulnerability to Faith
Sept 11 : Added Necromancer enchantment
Sept 12 : Improved Repulse enchantment
Added Stagger enchantment
Sept 15 : Added enchantment rarity
Sept 21 : Added Excavate enchantment
Sept 23 : Added Everlasting and Scope enchantment
Sept 25 : Nerfed Reward, Everlasting and Insight enchantment
Split Soul Steal enchantment into two different enchantments
(Added Final Strike enchantment)
Sept 27 : Added Proximity enchantment
Oct 5 : Added Brisk, Assassination, and Chronic enchantment
Oct 7 : Added Stealth enchantment
Brought back Clarity enchantment
Oct 11 : Added Prosaic enchantment
Oct 12 : Added Buzzkill and Specialist enchantment
Oct 13 : Added Cyanide enchantment
Oct 20 : Renamed Everlasting to Fortify
Renamed Legend to Everlasting
Added Detection enchantment
Oct 21 : Improved Faith enchantment
Oct 22 : Added Knock Resistance enchantment
Renamed Bust to Incise
Nov 4 : Added Obliteration enchantment
Nov 8 : Added Upshot enchantment
Mar 29 : Added Leap enchantment
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