• 62

    posted a message on Pigs as Mushroom Island Seekers
    I think our porky pals need something new. Since the addition of beef, pork has not been as unique of a meat - in fact, it is now the worst choice of protein. Pigs are harder to tame. Carrots are much rarer than wheat. Cows have much more uses than pigs, making them the prime livestock of the game. But we always had saddles to keep pigs unique...
    But now that there are horses, pigs are almost obsolete. Don't get me wrong, I love the idea of horses, but I think that pigs need something else. Something special.

    I propose we add a new, unique use for pigs.

    This is based off a real use for pigs, but with a Minecraftian twist.

    You should be able to tame pigs to cause them to locate the nearest Mushroom Islands.
    When tamed, they will have a visible difference (different animation or texture perhaps), and will start to slowly head in the direction of the nearest mushroom biome. Theoretically, using a Potion of Speed would quicken this process.

    This is based off the fact that real-life pigs are used for sniffing out truffles.
    My original thought was that they would detect mushrooms, but since mushrooms aren't very rare, I decided against that. But then I thought about how rare mushroom islands are (I've never actually seen one in game!). Having something to guide you to them (that isn't something dumb like a shroom-compass) would be great. So, this idea was born.

    I think this idea is good because it brings another use to pigs, and iconic animal of Minecraft. It provides an efficient and logical way to easily locate mushroom islands. This idea has character and charm; it is witty and clever. This idea would definitely bring something new to pigs, mushroom islands and of course: Minecraft. If you agree with me, cast a vote or raise this post's reputation!

    Also, I need your suggestions for what would put them into 'mushroom mode' and how they would lead you to the island afterwards.
    Vote for your favorite options in the poll above. Thank you!


    ATTENTION ALL ARTISTS: Looking for someone who can make a nice banner!
    Posted in: Suggestions
  • 5

    posted a message on Drop Changes (And More Rare Drops!)
    I feel like the minecraft drops are getting kind of old and stale. I want more rare drops to add some spice to fighting mobs. This is my approach.



    The Drops:

    Drops in blue are new drops (and purple means it is an entirely new item).

    Bat:
    0-1 Bat Blood (RARE)
    1 Exp

    Chicken:
    1-2 Exp
    1-2 Feather
    1 Raw Chicken
    1-2 Bone (RARE)

    Cow:
    1-4 Exp
    1-4 Raw Beef
    1-3 Leather
    1-3 Bone (RARE)

    Ocelot:
    1-3 Exp
    1-2 Bone (RARE)

    Pig:
    1-3 Exp
    1-3 Raw Porkchop
    1-3 Brown Mushroom (RARE)
    1-2 Bone (RARE)


    Sheep:
    1-3 Exp
    1-3 Raw Mutton
    0-2 Wool
    1-2 Bone (RARE)

    Squid:
    1-2 Exp
    1-3 Inc Sac
    1-4 Raw Tentacle

    Wolf:
    1-4 Exp
    1-2 Bone (RARE)

    Mooshroom:
    1-5 Exp
    1-3 Raw Beef
    1-2 Leather
    0-3 Red Mushroom

    Iron Golem:
    2-6 Exp
    3-4 Iron Ingot
    0-1 Rose
    0-1 Pumpkin
    0-4 Iron Block (RARE)


    Snow Golem:
    1-4 Exp
    0-10 Snowball
    0-1 Pumpkin
    0-2 Snow Block (RARE)


    Blaze:
    8-10 Exp
    0-1 Blaze Rod

    Cave Spider:
    5-6 Exp
    0-2 String
    0-2 Spider Eye

    Creeper:
    5-6 Exp
    0-2 Gunpowder
    1 TNT (RARE)

    Enderman:
    6-8 Exp
    0-1 Ender Pearl

    Ghast:
    0-1 Ghast Tear
    0-3 Gunpowder
    1 Fire Charge (RARE)

    Magma Cube:
    1-6 Exp
    0-3 Magma Cream

    Silverfish:
    5-6 Exp

    Skeleton:
    5-6 Exp
    0-3 Arrow
    0-3 Bone
    Bow (RARE)

    Slime:
    1-5 Exp
    0-3 Slimeball

    Spider:
    5 Exp
    0-3 String
    0-2 Spider Eye

    Wither Skeleton:
    5-7 Exp
    0-1 Coal
    0-2 Bone
    0-2 Wither Bone
    Stone Sword (RARE)

    Zombie: NOTE: I removed Carrots and Potatoes. I personal think they should be only obtainable from chest loot or villages.
    4-5 Exp
    1-3 Rotten Flesh
    1-2 Bone (RARE)
    Random Shovel (RARE)
    Random Sword (RARE)
    Random Axe (RARE)
    Random Pick (RARE)
    Random Hoe (RARE)

    Random Armor (RARE)

    Zombie Pigman:
    5-6 Exp
    0-1 Rotten flesh
    0-1 Gold Nugget
    0-1 Cooked Porkchop
    1-2 Bone (RARE)
    Gold Sword (RARE)

    Witch:
    8 Exp
    0-5 Glass Bottle
    0-2 Glowstone
    0-2 Gunpowder
    0-2 Red Mushroom
    0-2 Redstone
    0-2 Spider Eye
    0-2 Sugar
    0-2 Mystery Powder
    1-2 Bone (RARE)
    0-1 Slimeball (RARE)
    0-1 Ghast Tear (RARE)
    0-1 Blaze Powder (RARE)

    Potion of Healing (RARE)
    Potion of Swiftness (RARE)
    Potion of Fire Resistance (RARE)
    Witch's Hat (RARE)

    Villager (Any):
    Leather Armor (RARE)
    0-1 Book (RARE)

    0-3 Gold Ingots (RARE)
    0-1 Apple (RARE)
    1-2 Bone (RARE)

    0-1 Emerald (RARE)



    The New Items:

    Bat Blood:
    Bat Blood can be brewed into an Awkward Potion to create a Potion of Leeching.

    Potion of Leeching:
    The Potion of Leeching gives the 'Leeched' status effect, which causes the health of whoever it is inflicted on to gradually go down and for the person who threw the potion's health to gradual go up. That is only if it is a splash potion. If you just drink it, it acts like a potion of harming.

    Raw Mutton:
    Raw Mutton restores 3 Hunger Points. It can be cooked in the furnace to make Cooked Mutton.

    Cooked Mutton:
    Cooked Mutton restores 8 Hunger Points.

    Raw Tentacle:
    Raw Tentacle restores 2 Hunger Points. It can be cooked in the furnace to make Cooked Tentacle.

    Cooked Tentacle:
    Cooked Tentacle restores 6 Hunger Points.

    Wither Bone:
    Wither Bone can be brewed into an Awkward Potion to create a Potion of Withering.

    Potion of Withering:
    The Potion of Withering inflicts the 'Withering' effect. Glowstone, Redstone and Gunpowder can be brewed into it.

    Mystery Powder: (Needs better name)
    Mystery Powder can be brewed into any splash potion. This gives it a 'cloud' ability, which means that when it is thrown, a cloud of potion particles will remain around where it was thrown for about 5 seconds. Glowstone will also extent the time that the cloud will remain. Walking through these particles gives you whatever status effect the potion would normally inflict.

    Witch's Hat:
    Shamelessly took this idea form here: http://www.minecraft...ing-magic-hats/
    Thanks for the great idea, avisioncame!


    I will be adding more drops as I come up with them and also as you suggest them! Please post feedback, critiques, and additional ideas!
    Posted in: Suggestions
  • 1

    posted a message on The Encyclopedia Minecraftia: A True Beginners Guide For True Beginners
    Its a pretty good idea, why not have librarians sell them in villages?
    Posted in: Suggestions
  • 1

    posted a message on Pigs as Mushroom Island Seekers
    Quote from Deonyi

    ISU Rating

    33/37

    The idea is original and clear however more detail could be provided. How does the pig guide you? Does it walk towards it, face it or do something else? Perhaps if you put a leash on a pig it will do it although will also be attracted to mushrooms, forcing you to remove them? Like metal detecting.

    Result Breakdown

    Originality: 5/5
    Usefulness and Logic: 3.5/4
    Clarity: 2.5/3
    Detail: 8/10
    Grammar and Spelling: 5/5
    Personality: 5/5
    Rule-Abiding: 4/4
    Total: 33/37


    Thank you, sir, I appreciate the rating. This will really help me with future post-making. I will improve the first post as soon as I finalize the method of mushroom-seeking.

    Quote from Spaceboot1

    in one sense you're right. but also you can't just have the pig take off and never stop, because eventually it will exit loaded chunks.

    perhaps the game could have the pig travel on straight north-south and east-west lines, with randomly determined switching points, so you can't know when the path will change until the pig gets there:



    I'm liking this idea, it will make it harder to predict, and will also give it a more realistic approach. I mean, truffle hogs in real life don't mindlessly march directly towards the nearest truffle. They will be sniffing around on the ground and searching it out.
    However, there will definitely need to be a cap on the length of the lines, because we don't want a massive angle - a long distance away and an equally long distance back. Keep them at like 10-60 blocks, maybe?
    Maybe as they walk in the rough zigzag pattern, they should be looking back and forth down at the ground and perhaps have a new animation: their nose wiggling or something (to represent sniffing).


    ATTENTION ALL POSTERS: I AM UPDATING THE FIRST POST AND THE POLL WITH NEW, SPECIFIC OPTIONS
    Posted in: Suggestions
  • 2

    posted a message on Suggestion To Adding Dropable And Improvements For Heads(UPDATED TO 5 APRIL 2013!,60+Supporters!)
    Yes! I want peaceful heads too, like Pigs, Cows, Sheep, Wolves, Ocelots, Bats, and Chickens.
    It would be great if the Blaze head emitted light.
    All of the heads should be able to be placed on top of two smoothstone to make a statue of that mob.
    Posted in: Suggestions
  • 1

    posted a message on Ink Potions
    Maybe squids should have a chance of giving you that buff when you attack them as a method of self defense. They would emit some particles that inflict that status effect and would jet away quickly.
    Posted in: Suggestions
  • 2

    posted a message on Vampires
    I realize that this has become an increasingly common suggestion, but I plan to take a new spin on it.

    Introducing, the Vampire!



    Location:
    Vampires are located in Vampire Caves. Vampire Caves are found rarely underground - they are three block high, cylindrical rooms made of stone, and a new decorative block, bloodstone. Vampire caves have one Vampire and 10-20 bats. The bats make it harder to hit the vampire and are there for decoration.

    Health:
    26 Health Points

    Weaknesses:
    >Vampires burn in the sunlight
    >Vampires take gradual damage in water
    >Vampires take damage when on fire or in lava
    >Vampires take fall damage
    >Vampires are NOT affected by potions

    Abilities:
    Vampires walk towards you much like zombies do. They are slightly faster than zombies. They do 6 damage. They have a 20% to inflict you with a 'Leeched' buff.
    What this buff does is inflicts damage on you at a gradual rate - but every heart you lose is one gained by the vampire! This causes him to be tough to beat.

    Drops:
    Upon killing the Vampire, he turns into a bat and drops these:
    0-6 Rotting Flesh
    0-6 Bone
    0-6 Vampire Blood
    0-6 Gold Nugget
    0-6 Stick
    0-6 Carrot
    0-6 Potato
    6 Experience

    Wait wait wait - Vampire blood?
    Vampire blood is a new item. It can brewed into an awkward potion to make...
    The Potion of Leeching!
    This potion does not do anything when you drink it.
    But when thrown at a mob, they will get the buff of 'Leeched', similar to what the vampire inflicts on you. Instead, they will gradually lose damage and you will heal.


    I plan on spriting the Vampire blood, Bloodstone, Potion of Leeching, and the Leeched buff icon.
    Posted in: Suggestions
  • 1

    posted a message on Vampires
    Quote from Cyber1337

    i like it. thumbs up!

    Quote from Terrorizer231

    At first I was thinking "Oh ****," but now I see.

    Support, great idea.


    Thank you both!
    Posted in: Suggestions
  • 12

    posted a message on Redstone Golems
    I think that a new addition to the Redstone Updated could be a new utility mob. Well, introducing... the Redstone Golem!

    Redstone Golems are a very unique mob. They are made exactly how an iron golem is made, except instead of iron blocks they have redstone blocks. They do nothing upon creation... they just stand there. This is because they need to be constantly fueled by redstone. Too expensive you may say? His plethora of uses make up for that for sure.

    APPEARANCE:
    Well, I plan to sketch it soon. He looks a little bit like an iron golem, but with some differences. If anyone else wants to have a go at making a mockup, that would be great.

    POWERING:
    If you right click your new redstone buddy, a GUI will open up:

    (Sorry for the poor mockup)

    On the far left, there is his redstone slot. Then there is the power bar. Then the tool slot, block/item slot, and the inventory.
    You place the redstone in the redstone slot on the left. Each redstone dust keeps him powered for one minute (60 seconds). The power bar gradually fills up during those 60 seconds; its like a large version of the arrow in the furnace animation.
    While powered, the redstone golem will emit redstone particles. What are the other slots in the GUI you ask? The next section will cover that.


    USES:
    Our Redstone Golem has four different 'modes' he can take depending on what items you give him.
    Give him a pickaxe in the tool slot if you want him to mine.
    Give him a sword in the tool slot if you want him to fight.
    Give him a bow in the tool slot if you want him to guard.
    The other slots are his inventory (note that it is smaller than your own)

    With no items in the tool slot, he will simply follow you.

    In mining mode, he will go and mine the block type you put in the second slot. (If you want him to mine any ore, you will have to put the ore item in the slot). He will automatically find any block of that type in a 100 block radius. If the block is underneath another block type that he cannot mine, he will not try and get it unless there is a logical path towards it. He has the mining efficiency of whatever type of pick you gave him. And yes, his pickaxe can break. When that happens he will stop moving.

    In combat mode, he will fight any monster in a 15 block radius. He has the attack power of the sword you gave him. Like above, his sword can break. When it does, he will continue to attack with his fists, which has the power of a stone sword. In the second slot you can add any type of item you want him to 'filter' (for example, stick a bone there - he will fight any hostile mob, but will only pick up that specific item.)

    In guard mode he will stand guard wherever he is standing currently. You must give him some arrows in his inventory. He will shoot at any hostile mob that comes within a 30 block radius. He will turn to face them so he can hit properly. If you put a player head in the second slot, that will cause him to attack other players (besides you). When he runs out of arrows, he shuts off.


    HEALTH AND WEAKNESSES:
    This big guy has a whopping 50 health points.
    He is immune to fire.
    He cannot swim in water or lava - yes, he will sink.
    He does take fall damage.
    Hostile mobs will attack him.


    WHAT ABOUT ON SERVERS?:
    Other players cannot control him. The Redstone Golem remembers who built it originally. Other players can fight him - and he only fights back if he is in patrol mode with a player head or in combat mode.


    OTHER IDEAS (I NEED YOUR OPINIONS!):
    >A farming mode: Give him a hoe and some seeds in his inventory. He will automatically plant seeds in any farmland within a 50 block radius. He will automatically harvest and collect the crops once they are fully grown. Thanks RobertFrans!
    >A lumberjack mode: Give him an axe and the log type you want him to chop. He will search out and chop trees within a 100 block radius. Optionally, if you have saplings in his inventory, he will automatically place saplings in the place of a tree he just chopped. Environmentally friendly! :)
    >Give him some shears and he will shave your sheepies. Thanks RobertFrans!
    >Perhaps some way to give him a set path to follow? This could unlock potential for having him patrol while in guard mode. Perhaps he will follow a trail made of redstone blocks?
    >Should hoppers be able to take the items he is holding?
    >Should he be able to automatically deposit his items into chest? Maybe by giving him a hopper?
    >Maybe have his crafting recipe involve nether quartz blocks as well?
    >If you put sugar in his fuel area, he will become faster. If you put glowstone dust in his fuel slot, he will become more efficient with block-breaking. If you put gunpowder in his fuel slot, he will become stronger. Redstone will give him slow regeneration. All the powders besides redstone have 1/4th of the duration of Redstone. Thanks Supermutant6112!

    IS HE OVERPOWERED?!?!:
    I think not. Though he is a mining and killing machine, he requires tons of redstone to function. If he runs out of redstone while off far away, you may never find him again. His inventory is small. He has weaknesses such as sinking in liquids. Other players or mobs can destroy him, and that means he is gone! He drops one redstone block and whatever was in his inventory, but that's it. And he is only as powerful as what you have - if you don't have a diamond pick, he can't mine obsidian for example.



    Discuss changes I should make; I want this as balanced as possible. If you have any opinions on the ideas I put in the 'other ideas' section, please state those too.
    I'm not going to say 'don't post if you don't like it', because I want honest opinions, but don't be cruel about it.
    Thanks for reading!

    PS: Any modders want to try this out, please do! ^_^
    Posted in: Suggestions
  • 4

    posted a message on Idling: what players do when they're bored!
    I love this idea! I'd really like to see this implemented.
    Posted in: Suggestions
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