players will no longer have as fast of a natural regeneration and hunger will gradually decrease.
players will be affected by the physical world (lava, cactus, etc)
pigmen inhabit the nether but are passive (they drop no loot when killed)
Easy,Normal,andHard
Passive mobs have varying defense mechanisms based on difficulty
Hostile mobs will now vary in behavior; not just spawning, damage, and health
Insane
Serves as an even harder difficulty for more experienced players
Bats
Easy: spawn as they do now
Normal: have a 20% chance of spawning as a hostile variant with red eyes called vampires that attacks players and livestock
Hard: the vampire variant spawns with witches as pets in witch huts; the bats follow their masters
Insane: the vampire bat variant is more aware of the player and can dodge him or her more easily
Livestock
Easy: run from players as fast as they do now. when a member of the same species is attacked, livestock in a 3x3 radius will flee
Normal: run from players 5% faster than they do now. scare radius increased to 8x8
Hard: run from players 10% faster than they do in normal mode. scare radius increased to 12x12
Insane: run from players 15% faster than they do in hard mode. scare radius increased to 16x16
Rabbits
Easy: 0.05% chance of bunnies being super strong red eyed white skinned killer bunnies
Normal: 2% chance
Hard: 5% chance
Insane 10% chance
Horses, Donkeys, Mules, and Llamas
Easy: takes a minute to tame and has a 2% of kicking the player off every second (can be increased with carrots, golden carrots, etc)
Normal: takes two minutes to tame and has a 2% of kicking the player off every second
Hard: takes five minutes to tame, can sprint when not tamed, and has a 2% of kicking a player off every second
Insane: takes ten minutes to tame, can jump when not tamed, and has a 2% of kicking a player off every second
When kicking a player off, the time the player spent riding it is saved. Horses now move less randomly when a player is riding it and isn't tamed. Players are encouraged to bring horses into their bases or stables in order to have a place to tame them.
Blaze
Easy: shoots two fireballs before recharging (shoots 2% faster than usual)
Normal: shoots three shots fireballs recharging (shoots 10% faster than usual)
Hard: shoots four fireballs before recharging (shoots 14% faster than usual)
Insane: shoots five fireballs (shoots 10% faster than usual)
Creeper
Easy: explosion radius decreased by 10%, ignition proximity radius decreased by 15%
Normal: radiuses remains as they are
Hard: radius increased by 10%, ignition proximity radius increased by 5%
Insane: radius increased by 15%, ignition proximity radius increased by 8%
Drowned
Easy: acts as it is
Normal: has a chance to grab players and attempt to drown them but will let go if hit
Hard: can additionally grab players from boats and has a 60% of letting go when hit
Insane: has a 10% of letting go when hit
Guardians
Easy: act as they are
Normal: can break blocks with their beams
Hard: +10% beam detection
Insane: + 16% beam detection from original
Ender Dragon
Easy: unable to shoot fireballs and dragon breath amount reduced
Normal: can shoot fireballs and end dragons regenerates 5% faster from end crystals
Hard: extra special attack (the dragon will bring its wings to its sides and then whirl them out dealing a 20x20 aoe attack not dealing any damage but whirling the player up in the air. How high the player goes is dependant on how close the player was to the dragon. The attack isn't very common, but becomes more frequent as its health decreases.) dragon breath amount increased, and regenerates 12% faster from end crystals
Insane: extra special attack (the dragon opens up a portal and after 3-5 seconds will come out through another portal on the ground near where the player is and fly upwards dealing damage to the player. Players are repelled by enderdragon portals so they won't be able to go throught them), increased radius of hard difficulty special attack to 25x25, and regenerates health from end crystals 20% faster
Endermite
Easy: acts as it does now
Normal: spawn as frequently as zombies in the end islands
Hard: spawn chance increased and spawn in slightly larger quantities
Insane: spawns together in large quanitities
Enderman
Easy: can't pick up blocks but have a chance to spawn holding them
Normal: gets angry if a player attempts to shoot at it
Hard: teleports everytime it is attacked
Insane: +15% speed
Ghast
Easy: remains as it is
Normal: fireball speed increased by 10%
Hard: fireball speed increased by 20%
Insane: fireball speed increased by 30%
Husks, Strays, Cave Spiders, Shulkers, Wither Skeletons, Withers, and Pufferfish
Easy: doesn't inflict effect when entity is hit
Normal: inflicts level I status effect when entitiy is hit
Hard: inflicts level II
Insane: inflicts level III
Witch
Easy: neutral
Normal: as they are now
Hard: heals undead with potions of harming
Insane: 35% chance of throwing lingering potions
Slimes (maybe magma cubes)
Easy: as they are now
Normal: knocks the players back slightly when hits by melee
Hard: knocks the player back when hit by melee
Insane: knocks the player back far when hit by melee
Zombies and Variants
Easy: baby zombies can't spawn
Normal: can press wooden buttons
Hard: can break wooden doors, press all buttons, and flip lever. zombies riding zombie horses can spawn
Insane: can break all blocks and have a small chance to spawn with an iron pickaxe or axe (in addition to the shovel). zombie horses can sprint
1. I don't like having enchanted items because to imo enchantments should belong on weapons, armor, and tools as modifiers. This is why I'm against the enchanted golden apple.
2. What if the ghast tear worked similiarly to the totem of undying. (After thinking for a while, I no longer support my own suggestion)
Cooldown: support. When I read, I immediately thought of energy bars. That might be a bit much for this suggestion, but what if you had an energy bar and every time you attacked you lost an energy but it regens pretty quickly.
Blocking: I like the idea but how would this work when a shield is in your offhand?
Shields: Support, but what does experiencing much lower sensitivity mean (sorry for my stupidity)? I also think that arrows should stick to shields instead of bouncing off. You should be able to hit arrow with your sword to reflect them. Also, blocking with your shield shouldn't deal any knockback to the player that attacks you, Instead, the player with the shield should be knocked back. When they are knocked back, they will remain on the ground but be pushed backwards. Ho much a player is knocked back is dependant on how much damage is dealt to the player.
Weight: 10000% support
Magic Resistance: if magic was added to armor, I feel like the same property would have to apply to tools as well.
Responses in orange.
I like the idea and especially love having items invunerable to lava, but these baby ghasts are a little too different from their parents to be related to them. However, I like how they are orientated so they look like tadpoles to make them unique.
Contradictions
Would this magical item be useful in hardcore?
Why would a happy ghast drop a tear? (I would suggest a different item altogether as stated before)
I like the concept but I feel like there are too many illager mobs and they look too similiar. This could work as a mob seperate from the illager class, but currently no support
So im a exploration/ survival player and i want to poke the idea of add events to the game to give that wow factor to the old players . I have 3 examples of this
1 Nether attack . this one is as it says on a random day ( 1in say 20 to 50 ) 1 to 4 portals to the nether will open for 2 in game days and nether mobs come out and attack the local area . the portals can not be destroyed and the mobs would be a little smarter and would try to find the player. but do make it a setting for the player would don't want to risk anything getting burnt down No- just no, This could introduce nether portals to early into the game
2 above ground forts . this is as it says forts that can spawn above ground filled with mobs and loot maybe a few captured villagers . all to try and give a meaning to the above ground exploration support
3 a "special night " where sleep is disabled ( with once again a 1 in 20 to 50 of happening ) but also with sleep disabled the local mobs would try to hunt the player down if the player is within say about 25 to 30 blocks support if and only if there is a way that the player can tell if it's a special night like the blood moon CannonFoddr suggested
Offering a limited number of fixed patterns for carpet squares might be accomplished relatively cheaply; the 16 terracotta patterns could be made transferable to white carpet at the cost of 16 new blocks (carpet variants) whcih would need a facing parameter (N,S, E, W).
Allowing the transfer of banner patterns onto carpet would seem to entail making the resule a tile entity (like banners) which (while possible) would represent a significant new source of lag as carpeting (especially in decorative instalations) might be expected to be used in large numbers…
Allowing the edges of a block to be trimmed and fringed would seem to require adding ROUND as a parameter for that would be exclusive of four edge parameters (LEFT, RIGHT, TOP, BOTTOM). Each parameter mifght be given a value of 0 for 'as issued', 1 for trimmed, 2 (or -1) for fringed.
Limiting the patterns to 1x1 blocks and creating runners by positioning blocks trimmed on opposite sides would avoid the carpet blocks needing to check adjacent blocks to determine if joining should occur (as happens with fences). [This is another demand for processing power ie. source of lag.]
Hanging carpets ("A carpet design with a row of sticks above it would let you hang the carpet on a wall like a painting") seem unnecessarily duplicative of paintings and banners.
I like this idea, but a new item called tiles should be added. Tiles would be made like carpet but except with terracotta or glazed terracotta.
The patterned carpets would be called rugs. I wouldn't see patterned carpets being used in large quantitities due to the way the would look. They are more aesthetically pleasing individually.
Although I like the idea of sweet berries serving the same purpose as tropical fish, there should be some variety in the inventory. My suggestions are: blueberries, cranberries, and acai berries.
The poisionous berry should be called the holly berry and I like the idea of it giving nausea. Nausea potions would be cool, but it would ruin the consistency of harmful potions being brewed via fermented spiders eye.
I agree for the most part with C1ff. I like many of your ideas but they're formatted in a way that sounds as if you just want to convert back to older versions. Here are my suggestions for modfications.
Make these gamerules
disabling the hunger bar sounds good but you should also be able to disable the health bar, experience, etc
changing cooldowns should be customizable to every item additionally. This would be useful for adventure maps.
no support for the blocking change
offhand- I'm kind of split on this. This could be useful for some adventure maps but the ideas still pretty iffy
stacking should be customizable for every item- not just food
If enchanting doesn't require lapis lazuli, I demand that furnaces shouldn't require fuel etc
changing the maximum level sounds interesting but you shouldn't just be able to choose between 30 and 50
enchantment previews should be shown no matter what so enchantments aren't based soley on luck
miscellaneous damage sounds like a package of what should be different gamerules. Even then, they should be features instead of gamerules.
3
Peaceful
Easy, Normal, and Hard
Insane
Bats
Livestock
Rabbits
Horses, Donkeys, Mules, and Llamas
When kicking a player off, the time the player spent riding it is saved. Horses now move less randomly when a player is riding it and isn't tamed. Players are encouraged to bring horses into their bases or stables in order to have a place to tame them.
Blaze
Creeper
Drowned
Guardians
Ender Dragon
Endermite
Enderman
Ghast
Husks, Strays, Cave Spiders, Shulkers, Wither Skeletons, Withers, and Pufferfish
Witch
Slimes (maybe magma cubes)
Zombies and Variants
Phantom
Skeleton and Variants
0
Full Support
They should also explode in the nether.
0
Signs when broken should always drop inscribed signs. You should be able to clear inscribed signs by putting it inside a crafting grid.
Overall Support
0
My responses in orange were
1. I don't like having enchanted items because to imo enchantments should belong on weapons, armor, and tools as modifiers. This is why I'm against the enchanted golden apple.
2. What if the ghast tear worked similiarly to the totem of undying. (After thinking for a while, I no longer support my own suggestion)
1
With the new changes 100% support
0
Cooldown: support. When I read, I immediately thought of energy bars. That might be a bit much for this suggestion, but what if you had an energy bar and every time you attacked you lost an energy but it regens pretty quickly.
Blocking: I like the idea but how would this work when a shield is in your offhand?
Shields: Support, but what does experiencing much lower sensitivity mean (sorry for my stupidity)? I also think that arrows should stick to shields instead of bouncing off. You should be able to hit arrow with your sword to reflect them. Also, blocking with your shield shouldn't deal any knockback to the player that attacks you, Instead, the player with the shield should be knocked back. When they are knocked back, they will remain on the ground but be pushed backwards. Ho much a player is knocked back is dependant on how much damage is dealt to the player.
Weight: 10000% support
Magic Resistance: if magic was added to armor, I feel like the same property would have to apply to tools as well.
0
I like the idea and especially love having items invunerable to lava, but these baby ghasts are a little too different from their parents to be related to them. However, I like how they are orientated so they look like tadpoles to make them unique.
Contradictions
0
Because you're suggesting a potion No Support.
Srsly, more unique ways in obtaining items must be present.
0
I like the concept but I feel like there are too many illager mobs and they look too similiar. This could work as a mob seperate from the illager class, but currently no support
0
0
No Support on the reskin
Full Support on the egg idea
0
I like this idea, but a new item called tiles should be added. Tiles would be made like carpet but except with terracotta or glazed terracotta.
The patterned carpets would be called rugs. I wouldn't see patterned carpets being used in large quantitities due to the way the would look. They are more aesthetically pleasing individually.
Full Support.
0
Although I like the idea of sweet berries serving the same purpose as tropical fish, there should be some variety in the inventory. My suggestions are: blueberries, cranberries, and acai berries.
The poisionous berry should be called the holly berry and I like the idea of it giving nausea. Nausea potions would be cool, but it would ruin the consistency of harmful potions being brewed via fermented spiders eye.
1
wishlist
0
I agree for the most part with C1ff. I like many of your ideas but they're formatted in a way that sounds as if you just want to convert back to older versions. Here are my suggestions for modfications.
Support with Slight Modifications