Torches can melt ice, unless you refer to redstone torches and ice, or to torches and compact ice.
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Jan 4, 2018Posted in: Suggestions
1. Oak: apple.
2. Dark oak: chestnut (not edible unless cooked)
3. Jungle: mango/banana.
4. Spruce: pinecones (not edible fuel) or junipers (low food value, very fast eating, and/or for potions).
5. Acacia: tender pod.
6. Birch: achene (poisonous or nausea, used like brewing ingredient or for others things)
That would give a light pleasant higher realism.
Jan 2, 2018Posted in: Suggestions
I have seen several things:
That we still do not have the effect of blindness in the game (in survival is not currently obtainable, I mean), however there is a mob that can produce it, the illusionist, although it is not currently in the game either.
It is very possible that blindness is added to the game in the near future, either through the addition of the illusionist (who I do not think was invented to be useless, has more potential than undead horses and giants), or another mob, or as a new attack from a mob that already exists (squid in 1.14?).
On the other hand I have seen that there is no way to get rid of the negative effects without losing the positive ones, until the time of these ends.
As well as that there is no way to protect against the effects of negative state.
The harming, for example, ignores armor protection.
What I suggest are not solutions (since these are not big problems either) but possible additions that could improve the game mode, as well as vanilla survival as in servers and maps.
Antidote would be a new kind of potion with the utility of remove the negative status effects without affect to the positive status, specifically, this potion will remove status effects more or less related with health: poison, wither, weakness and hunger.
Antidote could be presented like a rectangular or triangular bottle instead the typical bottle. I peffer triangular.
However, and for not to op antidote item, I suggested it to remove only several specific negative effects. (antidote had been suggested many times, but wasn't accepted due its power).
For remove others status effect, it should be needed another kind of potion: laudanum.
Laudanum would remove almost the others negative status effects: slowness, blindness, nausea and mining fatigue.
Antidote could be presented like a rectangular or triangular bottle instead the typical bottle. I peffer rectangular.
Potion of inmunity:
Potion of inmunity would bring a new status effect: magic protection.
Magic protection basically will reduce the effect of negative status effects as well as, may?, others magic damages not related with status effects (like ender pearl damage).
Magic protection level 1 will remove the 50% of time of obtained from negative status effects, in the case of instant effect potions, specifically instant damage, it only will reduce the obtained damage by a 33%.
(it will act only over effects obtained after to obtain this effect, this will not affect to negative status effects obtained before)
Level 2 will remove until the 75% of time, level 3 the 87,5%, level 4 the 93,25%, etc.
Potion of inmunity will give magic protetion of level 1 during 3 minutes.
This potion can be transformed into splash, lingering, tipped arrow versions, as well as extended (level 1 8 minutes) and plus (level 2 1:30 minutes) versions.
How obtain antidote, laudanum and inmunity potion?
Not so fast. Unlike other potions, the antidote and laudanum would be unbreachable potions, but still obtainable in survival:
Antidotes and laudanum would be generated as booty of chests, just as it can be obtained by trading with priest villagers (it would have a price similar to a bottle of xp, more or less).
Inmunity potion would also be obtained like loot or in villager trading, unless a new mob with a new drop, or a new exotic renewable item were added.
Dec 30, 2017il_Vassilon posted a message on Three new hostile biomes: farlands, wastelands and badlandsPosted in: Suggestions
Like the first image but with big surfaces of coarsed dirt.
Dec 30, 2017il_Vassilon posted a message on Three new hostile biomes: farlands, wastelands and badlandsPosted in: Suggestions
I've noticed one thing: Do you remember the stray and the husk, two powerful hostile mobs added in the frostburn update?
Well, I've noticed that strays are generated in several biomes (almost any snowy biome) while husks are only generated in deserts.
This is a little detail that doesn't causes problems, but has a big sense for my suggested biomes.
Another detail of the game that is somewhat ambiguous is clay: building with clay (bricks) is often an arduous task that consumes a lot of time.
There are no massive sources of clay, but it is generated widely dispersed and in a few specific places, it is literally less common than gold ores and even diamond per chunk.
Clay isn't enought common and obtainable for make entire big buildings of bricks in survival in a tolerable time, even now that is hundreds of times commoner than pre 1.6 minecraft versions.
Literally you can spend hours searching for clay for a medium size (say of 32x32 base) house, since its generation is very dispersed, it has low abundance in comparation to sand and sandstone (of lakes and coasts), and must be dig (is generated) only underwater or in lakes.
And this later detail is really a problem. Basically players almost never build big structures with bricks (in survival) because they doesn't want spend much time extracting clay.
I will not deepen more about these two details (husks and clay generation), I mentioned them because they make sense in the suggested biomes.
These are details that you will see and possibly you will ask why such things are like that, and here are the explanations.
Specially the big generation of clay in badlands, that is due to reasons of realism, but also and more important, for improve the gameplay.
Direct to the suggestion.
Badlands would be a new uncommon, hot arid biome, based in sand and with a rich lake and river generation.
The terrain of this biome would be extremelly abrupt with acute hills and, as I said before, this biome also will have a unusually big clay generation, something bigger to the clay generation of swamp and rivers, even in its low flat surface without water.
This unusually big clay generation has two reasons of exist:
1. Realism: real life badlands are produced in zones very rich in karstic and arcillous stones.
2. Improve gameplay: as I said before, clay is enought uncommon for be a unviable material for big buildings.
This biome would be basically a miracle for who wants to build a big brick house. Also, the big abundance of clay (in comparation to others biomes) is balanced to the big rarity of this biome.
Badlands would actually be a uncommon biome (not as uncommon as spike ice plains nor mushroom islands), of little size and dispersed generation.
This biome will be generated inside big deserts, and uncommonly next to savannah, extreme hills and jungles.
Here can spawn husks.
Wastelands would be a new uncommon, hot arid biome, based in dirt and with a rich lake generation, of greenish water and grayish yellow ground (grass and leaves); with strange spikes or tentacles of wood and big surfaces of coarsed dirt .
The terrain of this biome would be similar to plains and deserts, very flat.
Main characteristic of this biome would be the abundance of structures like dungeons and zombie villages.
Wastelands would actually be a very uncommon biome of big size, like mushroom islands and spiky ice plains.
This biome will be generated next to big deserts, savannah, seas and jungles.
Like it happens with badlands, here also can spawn husks.
Farlands would be a new uncommon, warm or cold biome, similar to extreme hills but with a much more exagerated terrain, generation of any type of vegetation in different zones, and even different ground materials (little extreme reliefs of sand or gravel).
This biome would remember the old bug "farlands".
However this biome wouldn't be really like the olds farlands, which seems too unnaturally and ugly.
Terrain of this biome would be much more similar to the promised lands of biomes o'plenty: impossible mountains with rich vegetation, over water, a beatiful image.
Main characteristics of this biome would be the generation of emerald (like in extreme hills, in fact would be generated next to this type of biome), and dungeons or treasure structures.
Also, would have a bigger spawn rate of endermans than in others biomes.
This biome would be very uncommon, as uncommon as mushroom islands and spiky ice plains, very focused to be a really beatiful adventure biome
Thanks for read.
Jul 16, 2017il_Vassilon posted a message on Mites or Acarus: special mobs from jungles and roofed forestsPosted in: Suggestions
Jungle spiders is an idea that has been seen many times in the forum ... and it is also a redundant idea having already two types of spiders.
The truth is that I have been contemplating the idea of a monster or animal that lived in the leaves, I like the idea of the jungle spider, but not as a spider.
Today I suggest a new type of mob: acarus.
Acarus would be bigger bugs, stronger and more resistant than spiders, but also much slower and much more uncommon.
These would have the appearance of a giant mite.
Its shape and texture could be inspired in real life red velvet bugs (that are basicallly giant mites).
This mean: acarus would have a shape similar to spiders, but with a little non-mobile head, and a more fat body (middle part) than the end rear (butt part).
Also, its legs will be more separated: two pairs of legs will be placed literally in the head (being one pair larger than the other), and the other pair of legs will be placed in the end rear (being, again, one pair larger than the other). Eyes would be placed to the sides of the head instead the front.
These also would have a similar texture, but red skinned, with orange legs, more little eyes and bigger fangs.
I've tried to create a techne model for shown how it could be, but I have had difficulties and I have not been able to finish them (I will upload them soon).
These mobs will be generated at jungles and roofed forests, with an abundance of one for each three or four spiders.
In other biomes will also be generated, but with a probability as low as the husk in non-desert biomes.
Acarus also can be generated over leaves of trees (at the night), attacking to the player falling from up.
Also, acarus could be generated literally inside leaves, I mean, big jungle trees and dark oak trees could have a little chance of drop literally an acarus mob when became unstable.
Then, a big jungle tree could produce until five acarus when cut down.
Attack, movement and behaving:
Acarus will be inmune to falling damage, that is a property needed for being drop from leaves or do ambush attacks over trees, also, these would be able to climb walls and will become neutral with sun light (minimal level 7) as spiders.
These mobs would be slow as zombies or slower yet, but would have a big life, similar to endermans (40 health points), and in case of touch the player will cause a damage similar to zombies (3 hp at normal difficulty).
Acarus will have an special attack, these will jump over the player in "charged attacks" (with charge time of half second), causing a damage similar to be touched by a blaze (until 6 hp at normal difficulty, 9 in hard) and pushing or throwing out the player until three blocks.
Obviously, due to be slightly uncommon and slow, these should not be a big problem.
When killed, acarus will drop 8 experience points, will have a chance of 50% of drop an apple, another 50% of drop red wool, and will have a chance of 33,3% of drop spider eyes.
Basically these mobs would be more meanly by its gameplay impact than by its drop, although will drop 1,5 times more experience than common overworld mobs.
Jul 13, 2017Posted in: Suggestions
Without introduction nor presentation, I will go straight to the point. I think you know what I mean, the sea needs more things.
My suggestions (inside spoilers):
Fishing (under sea level or at specific biomes):
The idea is to basically add new fish, it may seem redundant, but most of the following have special properties beyond serving as food.
If you catch fish below sea level (64 blocks or less), you are more likely to get pelagic fish instead of the classic ones:
- Any classical fish (60% like basis).
- Jellyfish: rare fish (15%), is used for obtain slime.
- Tuna: rare fish (20%), is used like food, unlike others fish, it can give several food items (when cooked, have the same food and saturation values as cooked fish).
- Lobster: very rare fish (5%), is used like food, it has a big food value comparable to rabbit stew (but is stackable).
Big deep (under level y=32): at the deep there is bigger chances to obtain pelagic fishes and abyssal fish.
- Any classical fish (30% like basis).
- Jellyfish: rare fish (20%), is used for obtain slime.
- Tuna: rare fish (30%), is used like food, unlike others fish, it can give several food items (when cooked, have the same food and saturation values as cooked fish).
- Lobster: very rare fish (10%), is used like food, it has a big food value comparable to rabbit stew (but is stackable).
- Abbysal fish: rare fish (10%), can be used for create blindness potions of very low duration (3 seconds) from night vision potions. In hostile mobs, will do these temporally peaceful during 10 seconds (unless these are attacked after by a player, so, will become hostile instantly).
- Any classical fish (75% like basis).
- Mudfish (25%), is used for obtain clay.
Created from night vision potions using abbysal fish, these have a very low duration (3 seconds).
In hostile mobs, will do these temporally peaceful during 10 seconds (unless these are attacked after by a player, so, will become hostile instantly).
Corals would be a kind of decorative sub-aquatic plant, generated at low depths. These would have the same color variations as flowers and may be used to make dyes.
In addition, there may be coral blocks (which would form structures called "giant corals", but would not serve to make dyes.
I could exist an special uncommon glowing variant of coral.
Basically algae, plants of underwater. These would be generaed at very low depths and would be stackable blocks (ie, would be like sugar cans), reaching natural heights of even 5 blocks.
Giant special coral (mob):
Giant red choral variant would be actually a mob, this would be inoffensive (will hide inside itself if a player go near) and useless, but would give a better landscape.
These would be a kind of underwater spots of stones. These would be generated at any depth, but at uncommon clusters.
Sea biome variants:
A biome of very low depth, with seaweed with sizes of one to two blocks and sand-ground-clay floor.
A biome of low depth, with seaweed with sizes of three, four to even seven blocks and sand floor.
A biome of low depth, with seaweed, corals, some dispersed coral blocks, and shunken wood trunks. The floor is of gravel-ground-clay type, with little sand.
Deep choral reef:
It is a biome similar to choral reef, of bigger depth, but it has also choral mobs and giant choral structures, as well as stone clusters with lots and lots of barnacles.
An extremelly low depth biome (basically generated together coasts) with stone clusters that can reach ever over water and lots of barnacles in these.
A very deep sea biome with lots of whirlporls and even water cracks (see more down, on sea structures).
This also will have underwater "water current" blocks, that are special water blocks with permanent flow and full size (this will be transformed into a normal water block if clicked with a bucket or exposed to air).
I suggest the addition of more sea structures:
Very big ice mass that is generated over the water surface.
Little uncommon air-floating earth mass generated over sea biomes. These earth mass can be based in forest or jungle biomes and are generated in clusters. Usually, a bigger central island with a jungle temple will be generated.
Uncommon underwater ruins of villages. Its chests can have some uncommon loot.
Whirlpools and sea cracks:
Special structures make with water and air. To avoid its collapse, its walls are made of an special static water block (that can be obtained with a bucket, but next it will be placed like a common water block).
Its depth can bring to a big cave, a sea temple or an special block that breaks boats.
Possibly this is the most anticipated part of the suggestion or the one you have opened first.
I suggest several monsters, but all away from the typical shark idea.
It is basically a reduced and weak version of the guardian of the sea, unable to launch laser beams and attacks melee, but in hives. These cause damage similar to zombies, and are slow and weak, with a life similar to silverfish or something greater.
When they die, they will give a prismarine item and some experience (little, like a zombie).
These are generated near to sea monuments (but not inside), shunken villagers, whirlpools, abyss biomes... and uncommonly (with low spawning rates) at barnacles barriers, algae and choral biomes. These will never generate at the common current naked sea biome (or extremely slow).
These also could be generated uncommonly on jungle rivers and sea zones near to jungle.
It would be the analogue of the spider but under water, bigger, stronger, more resilient and slower.
This would be a rare mob generated in algae and coral biomes, with blaze-like attack damage (almost 9 hp on normal difficulty) and a special "suction" ability (the mob will raise its claws producing a crab sound and Will attract the player as if this one was fighting against current).
Suction ability will not work if player is out of water.
Its drops are experience (an amount comparable to that of a blaze or a sea guardian) and one or two units of lobster (food), more with loot enchantment.
Its shape could be inspired on the cocoat crab, instead of the classical suggested crab shape, this would give to it a more "eldritch" or "pelagic" appearance.
This mob will move walking over the undersea floor and can survive out of water (but will be slower yet and unable to do its special "suction" ability).
A slime-like mob with tentacles generated very rarely, are being significant in chunks specials in sea biomes or in the abyss.
These mobs are slow and will throw electric shocks to the player's arrow-like damage, with a cooldown of a second and a half or more.
This, like the slimes, will drop one or two units of slime (or nothing) together experience.
This mob could have a pink uncommon poisonous variant that will not attack actively to the player but will cause the poison, weakness status and some damage if touched.
Jul 13, 2017il_Vassilon posted a message on Thirst meter that can bring drink mixing and fruit trees to Minecraft.Posted in: Suggestions
Another incomplete suggestion.
The truth is that there were already suggestions about thirst in the past, and better elaborated.
For me, the ideal thirst mechanics would be as follows:
Water is water, no matter if it is sea or river. But you can add some technicality, for example, bottled water filled in an ocean biome will be salty water bottles, which have the same utility for potions but not hydratation, in fact, will cause thirst (but not as extremelly as in your suggestion).
Some vegetable foods and stews, in addition to give food points, also recover points of hydration, while meats give a little thirst.
This will balance the power of food while it can be used as an excuse to add new vegetables and berries.
Also, because no one would like to have to spend all the time having to fill and drink bottles of water, the idea of vegetables that solve your thirst is perfect.
Hot (and nether) biomes accelerates thirst, but not more than 50%, while cold and frozen biomes reduces thirst speed a 20%. Also, only activities like jumping or running can accelerate thirst more (in analogy with any physical activity and food points consumption).
In the absence of water there is no damage, simply hunger accelerates, and skills like regeneration, strength, endurance and speed are reduced by 20%
(It seems counterintuitive not to die of thirst, but it is not funny to die of hunger and thirst at the same time in a game that is supposed to have no complexity of this type).
Additionally it is possible to put a parallel system: "satiety".
This would be analogous to the saturation of hunger, but would only be obtained by excessive consumption of water, potions, milk or food with water after being thirsty (ie, having the hydration bar full), unlike saturation (which is obtained at the same time as food points).
Jul 9, 2017il_Vassilon posted a message on Cubic Chunks mod - (almost) infinite world height and depthPosted in: WIP Mods
When will be released the first alpha or beta of the mod?
I am expectant, desiring to test it with a friend.
Jul 7, 2017Posted in: Suggestions
The problem of this is that it is not possible to create "0 thickness blocks", that is the property needed for do this block viable, in a similar way as it is not possible to combinate slabs of different types.
Do it using convencional measures will to imply an extremely big id wasting, that simply isn't viable.
It would need the reworking of block id mechanic, and similars, that currently isn't a possible future thing.
Jul 7, 2017Posted in: Suggestions
What is the utility of hunger potions on survival? It this is useless at survival, if hasn't sense to be added.
2) Mobs like bats could be given a rare drop (ie. "Bat Claw") which can be used in a potion to create the blindness effect
Again, what is the utility of blindness potions on survival, since this effect doesn't affect to mobs currently?
3) Perhaps a rare herb (ie. 'wormwood') could spawn only in specific biomes at very low rates that could be used in potions to create wither and absorption effects
Absorption can be obtained eating golden apples, and should be an unique effect for this, otherwise, golden apples will to lose its singularity and even could become obsolete.
Currently, Haste, Mining Fatigue, Nausea, Resistance, Blindness, Hunger, Wither, Absorption, Saturation, Glowing, Levitation, Luck, and Bad Luck are all status effects without corresponding potions.
There are reasons for explain why this is so.
Blindness, nausea, hunger are useless at survival, as well as mining fatigue and bad luck (and, since it is possible use commands at servers, these are simply useless additions).
Wither is op at multiplayer, saturation is only for foods (it hasn't sense create a food potion), luck is op, levitation is op at multiplayer.
The most of these, excepting blindness, health boost, luck and bad luck, exists currently on survival, ie, these can be obtained.
The only effect that I would support to add to survival (and that you forgotten to mention) is health boost.
Jul 5, 2017Posted in: Suggestions
No... the problem isn't only of the effect, also is of the own item.
I like the idea of add new foods since it adds more diversity (and, therefore, a more extensed and inmersive gameplay), however, most of community doesn't share this view point. They think that new foods haven't why be added since these will not to add new "things", better said, that new foods are redundant.
Fast and good solves to this "redundancy" is to add a eating speed system, the thirst, and/or special properties, however and ironically, this most of people also disagree with the idea of change the food mechanics or add new, like if these were to have bad consequences (when actually will happen the opposite).
Anyway, I tell you no matter what you do with the chocolate bars, people will continue without supporting the idea for the mere fact that it will be another food more.
I recommend you make suggestions for other aspects of the game instead of meals, or think about "magical foods " (there are currently only two [golden apples and chorus fruit] and I think they have great potential).
Support to the idea of add chocolate bars.
Jul 5, 2017Posted in: Suggestions
I only say that the choral skeleton image (or the image of another very similar entity, with at least a villager/steve/enderman like model) would to fit perfectly in the game, and more yet if it has melee weapons and bows.
A beast like or extra limbs mob could hardly fit if must have weapons like bows and hoes.
In the other side, choral skeleton doesn't have why have the "skeleton" prefix (if this is the problem), it could have a name like "choralide" or even have an appearance origin very far and different to skeletons and strays, and its choraline nearly skeletal appearance would still fitting with the game.
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