Firstly, sneak-rightclicking certain items will place them on water to produce an effect. Area of effect is 4x4x4 (roughly half as far as you can cast a line?)
Food will increase fish catches and reduce junk/treasure appropriately. Each hunger shank represents 1 catch.
Junk-table items (junk you can catch from fishing) increase junk catches and reduce fish/treasure appropriately. Items without durability last for one bite, items with durability last for that many catches.
enchanted items will increase treasure catches and reduce fish/junk catches. Each bite will use up one enchantment on the item, when the last enchant is removed the item gets destroyed.
The rest of the items are just for trolls and giggles, they don't have to be added but I'll include them anyways:
gunpowder: a bite will toss lit tnt at you when you reel in the catch
bone: you get shot with an arrow
zombie flesh: splashed with weakness and slow, also set on fire if in sunlight
ender pearl: teleports you to where the bobber was
glass bottle/water bottle/potion: douses you with every potion (good and bad) that a witch uses in any condition
emerald: a mervillager comes along to trade with you, the catch opens up the villager trading ui with random trades. All trades are themed to underwater and would have 1 enchanted book or potion, 1 weapon, 1 armor, 2 misc water items (fish, water bottle, lily pads, etc) and 2 blocks found underwater (including prismarine stuff, sponge, as well as dirt, sand, gravel, and clay).
I'm ok with the placing food in the water to attract fish, but the rest either doesn't make sense or doesn't make sense and is silly. But even the food part isn't really needed because enchantments cover any of the aspects of this idea that I would want anyways.
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Firstly, sneak-rightclicking certain items will place them on water to produce an effect. Area of effect is 4x4x4 (roughly half as far as you can cast a line?)
Food will increase fish catches and reduce junk/treasure appropriately. Each hunger shank represents 1 catch.
Junk-table items (junk you can catch from fishing) increase junk catches and reduce fish/treasure appropriately. Items without durability last for one bite, items with durability last for that many catches.
enchanted items will increase treasure catches and reduce fish/junk catches. Each bite will use up one enchantment on the item, when the last enchant is removed the item gets destroyed.
The rest of the items are just for trolls and giggles, they don't have to be added but I'll include them anyways:
gunpowder: a bite will toss lit tnt at you when you reel in the catch
bone: you get shot with an arrow
zombie flesh: splashed with weakness and slow, also set on fire if in sunlight
ender pearl: teleports you to where the bobber was
glass bottle/water bottle/potion: douses you with every potion (good and bad) that a witch uses in any condition
emerald: a mervillager comes along to trade with you, the catch opens up the villager trading ui with random trades. All trades are themed to underwater and would have 1 enchanted book or potion, 1 weapon, 1 armor, 2 misc water items (fish, water bottle, lily pads, etc) and 2 blocks found underwater (including prismarine stuff, sponge, as well as dirt, sand, gravel, and clay).
I'm ok with the placing food in the water to attract fish, but the rest either doesn't make sense or doesn't make sense and is silly. But even the food part isn't really needed because enchantments cover any of the aspects of this idea that I would want anyways.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum