One can easily conclude that Cauldrons are useless; their sole purpose is to store water. I believe cauldrons should have a better use; so I propose that cauldrons have the ability to create potions with multiple effects. The process is as follows:Currently, cauldrons have four different levels of fluids; Empty, 1/3 Filled, 2/3 Filled, FullThe basic concept is that whenever you right click a cauldron with a non-splashable potion in your hand, it fills up the cauldron 1 level and will empty out your bottle. The color of the fluid is the color of the potion. For weakness, the color of the fluid would be a rather grayish color:
If weakness is added, the color of the fluid is gray, as shown here, with being 1/3 filled.
Now, what if you right click with a potion of poison? The atmosphere of the area around you will a neat effect, sort of that of green fireworks:
Do you see the green aura around the firework?
Once you right click the cauldron with potion of poison after the cauldron had been filled with potion of weakness this is how it would appear:
The green clouds that appeared on the top are of the results of the sudden change. The area around the cauldron is tintedgreen, like the firework's aura, but much larger(and will only last for a split second like a firework). As you can see the cauldron is 2/3 filled.Now this is what happens when we add potion of harming:Final product of the cauldronWe now have our three potions added to the cauldron, if we right click one time with one empty bottle a custom potion will be the result:
This is the potion you will receive. Click it 2 more other times with empty bottles to empty out the cauldron.
(The duration of weakness is actually 1:00)You may rename the potion afterwards to whatever you please(with the anvil of course). You may also refill the cauldron with this potion again and then add other different potions as well, that is if there are 2 effects present in the mixture.Now you have a potion with multiple effects!
Potions with multiple effects are already possible, fortunately, this feature allows custom combinations without the use of command blocks, commands, or 3rd party editors in survival Minecraft.
This will not work with regular water or base potions, as they do not have any effects. If you happen to mix two opposing potions, for instance instant health and instant damage, a small explosion will occur. This explosion has the same blast radius of that of a ghast fireball, without the fire.
As a bonus to adding potions to the mixture, you may also add water. Adding bottles of water grant the ability to dilute without the need of extra potions. This will change server economy, personal sales, and markets be able to degrade potions. If you lack the amount of valid money, or trade, the salesman will be able to lower the efficiency of the potion and lower the cost as well. That way, you are able to afford the new potion if you only need it for small duration.
Here are the specifics of how much each potion is diluted when formed in a mixture. The range of the how much the durability or strength the effect is worth compared to the original is 1/2, 1/3, and 1/6. The exception to this is Instant Health and Instant Harming, in which are the only effects that will have their strength diluted instead of durability.This is not one of the harder-to-code suggestions out there, most of this is already possible(fade, multiple effect potions). If you have any questions of clarification, feel free to ask!
Of course, you it is still possible that you think "This is extremely overpowered!" I have a solution to that, and other clarifications simplified into a bullet point list.
A maximum of 3 effects may be contained in a potion.
Effect strength or duration will not stack, if placed one or more of the same effect (for instance, if potion of harming I were to be placed on the cauldron three times, then upon removing the potion, the results would remain potion of harming I, and not potion of harming III).
Most effects that may lead to an explosion are the ones in involving the corruption of an effect using a fermented spider eye.
You cannot empty out splash potions into the cauldron or fill them back.
If you have a mixture of two effects, take them out of the cauldron, then refill the cauldron with the same mixture, and finally add another potion into it, the results are as follows: A mixture of two effects + a potion with one effect = success, effects are mixed. A mixture of two effects + a potion with two effects = failure, nothing will happen.
Pros:
Conserves inventory space.
Conserves time switching between each potion.
Adds a new use for cauldrons.
Creates a 'witch-like' theme for the cauldrons.
Not extremely overpowered, 1/3 of an 8:00 potion is only 2:24.
Once a splash potion, always a splash potion.
Saves frustration
Benefits PvP
Encourages the use of potions
Possible Cons:
May still be considered overpowered for some
Explosion may be too powerful (remember, ghast fireballs can't break many common materials, such as cobblestone)
? If you have any cons, please notify me and we can work something out for balance's sake.
Supporters up to date:100+
Credit to Malloon for suggesting a different way to prevent this idea from becoming too overpowered.
Credit to Deonyi for contributing towards the topic and suggesting increasing the factors to prevent further overpower.
Credit to fz0718 for suggesting water diluting.
Credit to Voxelizer for creating another logo for the suggestion.
Here are further more pictures, I will keep adding periodically.
they are not all useless, you can put water in potion bottles with them, though each time you do this the water level retreats.
This is what I found useless of cauldrons, because each one only fills three bottles and you would have to refill it, and a water source fills infinitely(the nether being an exception).
Make it so that the effect timers are greatly reduced (as the portions gets deluded). That will make it a little more balanced.
What about for every added potion it will reduce the effect time 1/3 for every addition potion added. Harming and healing potions will be reduced by 1/3 of their strength. So if you combine 8:00 fire resistance with healing II and regeneration II, they will be reduced thus making it the inverted position of an overpowered product. Potion of fire resistance will be only be 2:40, potion of healing II will only heal two hearts only (one if it was POH I), and potion of regeneration II will last 7.5 seconds instead of 22 (healing about 6 hearts over time). What if there were only two potions added? Potion of strength (extended) and potion of regeneration (extended), for example, the strength will only last for 5:20 and the regeneration will last for 1:20 (healing 32 hearts over time). All of this may seem complicated, but it will prevent potions from being too overpowered.
This idea is great, well thought out, pretty balanced because same effects dont stack and different effects get weaker when joined together, and you have an overall great concept.
Cauldrons are really useless to me as well. Maybe you can create one potion to another potion will create a new type of potion. Like for example:
Speed + Weakness = Slowness
If you mix together will get something different other than doubling the effect for one potion or use as secondary option for combining two things. It is also useful if you have jumbo of useless potions.
What about for every added potion it will reduce the effect time 1/3 for every addition potion added. Harming and healing potions will be reduced by 1/3 of their strength. So if you combine 8:00 fire resistance with healing II and regeneration II, they will be reduced thus making it the inverted position of an overpowered product. Potion of fire resistance will be only be 2:40, potion of healing II will only heal two hearts only (one if it was POH I), and potion of regeneration II will last 7.5 seconds instead of 22 (healing about 6 hearts over time). What if there were only two potions added? Potion of strength (extended) and potion of regeneration (extended), for example, the strength will only last for 5:20 and the regeneration will last for 1:20 (healing 32 hearts over time). All of this may seem complicated, but it will prevent potions from being too overpowered.
I like this, but I have an idea that can make your idea a bit simpler:
Only when three potions are added do they mix and make an explosion. If you add two potions to the couldron, you can take them out again with a bottle, but seperately. If you only want two potions, you add a base potion to the mix, which means all potions are always diluted to 1/3 of the time.
Then, if you want to make the potions last longer again, you brew it with a redstone dust.
I had an idea very similar to this, and I posted it in another thread, but you made some lovely pictures that explained it better than I ever did.
I like this, but I have an idea that can make your idea a bit simpler:
Only when three potions are added do they mix and make an explosion. If you add two potions to the couldron, you can take them out again with a bottle, but seperately. If you only want two potions, you add a base potion to the mix, which means all potions are always diluted to 1/3 of the time.
Then, if you want to make the potions last longer again, you brew it with a redstone dust.
Wouldn't it be more overpowered though? I do like the idea of adding a base mix, but then again what aary33 said made more sense. It's the reason that once you 'mix' two potions, how can you get them back separated?
Wouldn't it be more overpowered though? I do like the idea of adding a base mix, but then again what aary33 said made more sense. It's the reason that once you 'mix' two potions, how can you get them back separated?
I don't quite see where it is overpowered. My thought was that the potions would be like water and oil untill a third potion was added, making diluting times and effects easier. Like water and oil, you can seperate them, because the oil is less dense than water. I hope that was clear.
Potions with multiple effects are already possible, fortunately, this feature allows custom combinations without the use of command blocks, commands, or 3rd party editors in survival Minecraft.
This will not work with regular water or base potions, as they do not have any effects. If you happen to mix two opposing potions, for instance instant health and instant damage, a small explosion will occur. This explosion has the same blast radius of that of a ghast fireball, without the fire.
As a bonus to adding potions to the mixture, you may also add water. Adding bottles of water grant the ability to dilute without the need of extra potions. This will change server economy, personal sales, and markets be able to degrade potions. If you lack the amount of valid money, or trade, the salesman will be able to lower the efficiency of the potion and lower the cost as well. That way, you are able to afford the new potion if you only need it for small duration.
Here are the specifics of how much each potion is diluted when formed in a mixture. The range of the how much the durability or strength the effect is worth compared to the original is 1/2, 1/3, and 1/6. The exception to this is Instant Health and Instant Harming, in which are the only effects that will have their strength diluted instead of durability.This is not one of the harder-to-code suggestions out there, most of this is already possible(fade, multiple effect potions). If you have any questions of clarification, feel free to ask!
Of course, you it is still possible that you think "This is extremely overpowered!" I have a solution to that, and other clarifications simplified into a bullet point list.
Credit to Malloon for suggesting a different way to prevent this idea from becoming too overpowered.
Credit to Deonyi for contributing towards the topic and suggesting increasing the factors to prevent further overpower.
Credit to fz0718 for suggesting water diluting.
Credit to Voxelizer for creating another logo for the suggestion.
Here are further more pictures, I will keep adding periodically.
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You can do this an infinite number of times with a source block.
This is what I found useless of cauldrons, because each one only fills three bottles and you would have to refill it, and a water source fills infinitely(the nether being an exception).
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Yeah, that would probably be the only use that they have, but I feel that they need to do more.
What if it were to be limited to 3 effects?
I also liked how you created those pics to help understand your idea more.
I have two questions though:
If you put three potions of harming would it stack and make potion of harming III ?
How did you make those pictures?
Glad you like my idea.
No, if you pick the fluid from the cauldron, it would still give you potion oh harming I. In other words, the levels will not stack.
I used Paint.net, I will send you a message showing how to do it.
Can you please link to that webpage? I would like to give them the support as opposed to only my topic.
Praise be to Spode.
What about for every added potion it will reduce the effect time 1/3 for every addition potion added. Harming and healing potions will be reduced by 1/3 of their strength. So if you combine 8:00 fire resistance with healing II and regeneration II, they will be reduced thus making it the inverted position of an overpowered product. Potion of fire resistance will be only be 2:40, potion of healing II will only heal two hearts only (one if it was POH I), and potion of regeneration II will last 7.5 seconds instead of 22 (healing about 6 hearts over time). What if there were only two potions added? Potion of strength (extended) and potion of regeneration (extended), for example, the strength will only last for 5:20 and the regeneration will last for 1:20 (healing 32 hearts over time). All of this may seem complicated, but it will prevent potions from being too overpowered.
Just one question, with that little "opposite" explosion, that would break blocks like TNT right?
Well then taking OP into mind, just enough to harm the player and drop the cauldron. So the damage is minimal.
Support
Speed + Weakness = Slowness
If you mix together will get something different other than doubling the effect for one potion or use as secondary option for combining two things. It is also useful if you have jumbo of useless potions.
Support.
I like this, but I have an idea that can make your idea a bit simpler:
Only when three potions are added do they mix and make an explosion. If you add two potions to the couldron, you can take them out again with a bottle, but seperately. If you only want two potions, you add a base potion to the mix, which means all potions are always diluted to 1/3 of the time.
Then, if you want to make the potions last longer again, you brew it with a redstone dust.
Wouldn't it be more overpowered though? I do like the idea of adding a base mix, but then again what aary33 said made more sense. It's the reason that once you 'mix' two potions, how can you get them back separated?
I don't quite see where it is overpowered. My thought was that the potions would be like water and oil untill a third potion was added, making diluting times and effects easier. Like water and oil, you can seperate them, because the oil is less dense than water. I hope that was clear.