I fully support this, but it would probably take very long to code, and maybe, even witch huts will have a very small chance of a mixpotion inside the cauldron.
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"I was asked to migrate my migrate account, but didn't. The following night a creeper got into my dirt house and blew everything up." — Steve IV, 2012
I fully support this, but it would probably take very long to code, and maybe, even witch huts will have a very small chance of a mixpotion inside the cauldron.
Yes, but take a look at the many other suggestions. Besides, Mojang tried did this before the creation of the brewing stand, but scrapped it later due to no knowing how it would turn out. Of course, this suggestion uses the current system of potions and their effects which already exists through the use of command blocks and third party editors. The addition of this will only revert the cauldron system how it was before, and would coexist with the brewing stand. If I'm not clear enough, the cauldron from time ago was used to create a synthesis of ingredients to create potions. That was soon replaced with the current system, and the one I'm proposing is using cauldrons to create a synthesis of potion effects, not ingredients. That way, the system I presented would work and at least the outcome of it would be known. As for the mix potion in huts, sure I'll add it in the main post.
I suppose that's true. However I think that you shouldn't be able to fill a bottle from water (however this may clash with the DayZ plugin) and you can only fill it from a cauldron. Also small fireworks might be a bit wierd to come out of a cauldron. How about couple red bubbles instead?
That would cause a nuisance, now you would require a cauldron to produce potions. I don't want to mess with the current system, just add more to it.
Where did you get the fireworks from? I apologize if my post wasn't clear enough, only the aura of a firework would be replicated, an actual firework will NOT appear. Maybe the 'cloud' particles from the potion appear similar to those of the firework. I'm sorry if they did, but they are actually a 'cloud' formation. I hope that clears things up.
This is a great idea, and I support it. I do have one thing to say about it though, and you may not be expecting this. I think this is a bit underpowered. The loss of 2/3 of duration and effect for a two-in-one and the loss of 5/6 of duration and effect for three-in-one actually sounds like too much of a loss to me.
Personally, it is not really overpowered since you could easily just quickly throw multiple potions anyway. I think for every potion, it will be watered down by a fraction. So, one potion will not be watered down, two would be 1/2 and three 1/3 and so on until say it turns into a Ruined Potion which does nothing.
I've always wished Minecraft had more variety in potions, and I guess this adds a lot of different possibilities. I know that I would use this a lot, and it doesn't seem all that OP to me (as long as the potion durations get reduced somehow, like [duration/2] every extra potion added). Overall, it seems useful and fun. Support.
This is a great idea, and I support it. I do have one thing to say about it though, and you may not be expecting this. I think this is a bit underpowered. The loss of 2/3 of duration and effect for a two-in-one and the loss of 5/6 of duration and effect for three-in-one actually sounds like too much of a loss to me.
Since the idea of the suggestion being overpowered or not, I've decided to compromise yet again. This new system will give certain potions a certain duration and whatnot, and will remain in the range of degrading into 1/2, 1/3, or 1/6. Thank you for the support, and the helpful criticism!
Ohhhhhhhh, I thought you meant tiny fireworks will go off in the cauldron. Then I read that it was just the cloud but when I wrote my comment I forgot sorry D: .As you said, it incorporates the use of the brewing stand and the cauldron which is a really cool idea. As you said aswell, we should leave the cauldrons mechanics as it is now alone since when you fill it up with water and put a lever above it, it looks like a sink or a bath :3 and if you can put potions in it, for map makers that are making say a nuclear factory they could fill it with a green potion and it would look like nuclear waste
Of course, one of the rather amazing features of my proposed idea is that it also serves a purpose for aesthetics.
I've always wished Minecraft had more variety in potions, and I guess this adds a lot of different possibilities. I know that I would use this a lot, and it doesn't seem all that OP to me (as long as the potion durations get reduced somehow, like [duration/2] every extra potion added). Overall, it seems useful and fun. Support.
Why, thanks! I've have update the main post describing the specifics. Some will worth 1/2, others 1/3, and sometime 1/6. It all depends on the potion.
I have updated the post which now contains a more reasonable system within each effect mixture. Some values are different than others, that way I may hopefully reduce the conflicts involving the suggestion being overpowered, as well as being underpowered. The main post now contains a nifty chart I've been working on for a few hours.
Support! i believe this is what cauldrons need- It would act like a "mixer", which I think is fairly good of an idea, and doesn't make the brewing stand look underpowered, because you don't make the base potions. "Walla!"
no support, they should just use the cauldron for making potions instead, brewing stands can be used for extending potions, making splash potions, and stabilizing potions, you can use specific ingredients (ghast tears, magma cream, whatever) which will slightly strengthen the selected effect, and remove and/or weaken the other effects, not to the point of being able to create overpowered potions, but so that you can make potions a bit more reliable for what you need them for.
That's rather mean spirited isn't it? "No, I will not support this idea, even though I do not say what the problems with this are, because its implementation would conflict with my convoluted idea that completely recreates potion making from scratch, which is good because of the vague reason that it allows players to adjust potion lengths and strengths to their liking, which isn't overpowered because of limits I would put in there anyway".
I won't pretend to know what Mojang are up to, but I believe I can safely say that they're not going to remake potion making from the roots up. Now would you please provide constructive criticisms to this idea?
i didn't come up with the idea, and they already have remade potion making from the ground up, it used to be cauldron based, and brewing stands didn't exist, you put water in the cauldron, and then put the ingredients in, which could be combined to extreme degrees, so you would have many potions with bad effects mixed with good, they thought it was too complex (which was stupid, you placed ingredients in a water filled cauldron and used bottles to take the liquid, how on earth is that too complex?).
i don't support because i think there is opportunity for something far better that is incompatible with this, and has been done before already.
also, my idea doesn't allow players to adjust length and effects, they have no control over what effects are randomly weakened or removed other than the one they put an ingredient in for.
I know about the potion making they had before. What I also know is that they made a conscious decision to use brewing stands instead of cauldrons.
I like that method, I really do, but the problem with it is that is would be annoying if random negative effects were added to each batch of potions, and if they weren't random, people would eventually just learn what to do from the wiki.
If you could direct me to a suggestion which re-adds cauldron potion making, I would be happy to support it (as long as there aren't glaring faults) but that does not mean I would stop supporting this idea. I like both methods, and I am sure Mojang wouldn't mind if (assuming they even check the forums) they had more options.
Do not say "No support!" if you prefer a different method. Simply say, if the suggestion is very good anyway "I would prefer this" (add a link on this) "but if that is impossible then I support this too." Something like that. If you don't like the suggestion because of other reasons, then name them. Don't pit suggestions against each other.
no support, they should just use the cauldron for making potions instead, brewing stands can be used for extending potions, making splash potions, and stabilizing potions, you can use specific ingredients (ghast tears, magma cream, whatever) which will slightly strengthen the selected effect, and remove and/or weaken the other effects, not to the point of being able to create overpowered potions, but so that you can make potions a bit more reliable for what you need them for.
Thank you for your feedback! Though, I greatly appreciate and respect your opinion, I would like to point out that the process you prefer is flawed. The system mentioned would actually result much more overpowered than you expect. It revolves around a theory of concentration, while maintaining the other effects. Sure, they may be degraded to the point where it poses no significant role in the mixture, but they still exist in the mixture. Meaning, the potion created may have a high concentration of Strength II, yet posses a meager concentration of Regeneration and Invisibility. My proposed suggestion, in contrast, would contain a mediocre concentration. Though I understand why you prefer this system to be left for the brewing stand, and not the cauldron.
One of the reasons why I left the change to only to the cauldron, is that I would not like the current system to be changed. Change is fearful, and an overhaul is time consuming.
i didn't come up with the idea, and they already have remade potion making from the ground up, it used to be cauldron based, and brewing stands didn't exist, you put water in the cauldron, and then put the ingredients in, which could be combined to extreme degrees, so you would have many potions with bad effects mixed with good, they thought it was too complex (which was stupid, you placed ingredients in a water filled cauldron and used bottles to take the liquid, how on earth is that too complex?).
You are only viewing the summary of what they planned to do. The little details, such as a naming system, would be result as a great significance to the overall idea. Their original idea revolved around a far more complex system, than the system we have today. It is not as simple as "add item to water cauldron, get magic potion." The process of making potions would be unbelievable quick, rendering an overpowered process. Unless many, many new ingredients were to be added, as well as new base potions, the idea would remain that way. Besides, one can easily visit the wiki and memorize the recipe for the brew, and do it in less than the time it takes to brew an awkward potion currently. If the system were to be completely random, this would fix the issue of memorizing, unfortunately it would become a tedious process similarly to our current enchantment system.
i don't support because i think there is opportunity for something far better that is incompatible with this, and has been done before already.
Such an idea must be shared. Tell me wise one, what is this glorified idea that is so much better than this one? I would like to compare them, to see what better that system has in contrast to mine.
also, my idea doesn't allow players to adjust length and effects, they have no control over what effects are randomly weakened or removed other than the one they put an ingredient in for.
If so, a tedious process would still be required. The players would keep attempting at a higher strength and duration, similarly to how enchanting is. The only difference is that this is worked with ingredients, which are far more easier to obtain than that diamond armor, thus resulting in an overpowered potion in the end. Not much balance there.
Yes, there was indeed a valid reason. You seem to overlook those reasons, even to the point where they are ignored. If you still don't happen to understand the reason(s), you are free to read above once again.
thus my idea of stabilizing potions, and it's more balanced with random effects, and it isn't really random, it just depends on what you do, depends on memorization.
I like almost everything about this idea, but I have a few suggestions.
1. Remove the explosion when opposite potions are introduced
First of all, if I have many potions in my hotbar, I don't want to accidentally blow up a chest (or myself) by placing the wrong potion in. If two contradictory potions are entered, why not just have the effects cancel each other out?
2. Introduce a GUI
One irritating outcome of simply "dumping" the potions in the cauldron is that different potions often have very similar colors. If one player places a potion in a cauldron and comes back later, he might forget which potion was placed in. It might be better to let the cauldron have three inventory slots, where only potions can be placed. If all of the slots are full, the cauldron will take ~30 seconds (time subject to revision) to mix the potions. After the combination is finished, the completed potion will appear in a fourth "output" slot.
For aesthetic effect, the potion colors could still appear in the cauldron; I'm just suggesting a more controlled environment. (In addition, if the cauldron interacted with hoppers, this could lead to some interesting auto-combiner setups.
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I like almost everything about this idea, but I have a few suggestions.
1. Remove the explosion when opposite potions are introduced
First of all, if I have many potions in my hotbar, I don't want to accidentally blow up a chest (or myself) by placing the wrong potion in. If two contradictory potions are entered, why not just have the effects cancel each other out?
Well, the result of your suggestion would be more harmful to the suggestion than it seems. You see, there will be people who strongly believe the idea is overpowered. This case, that there would be no real harmful risk, would not help the situation. The cost of one mistake should be dealt with consequences, and which includes losing the potion inside the cauldron. I appreciate the concern.
2. Introduce a GUI
One irritating outcome of simply "dumping" the potions in the cauldron is that different potions often have very similar colors. If one player places a potion in a cauldron and comes back later, he might forget which potion was placed in. It might be better to let the cauldron have three inventory slots, where only potions can be placed. If all of the slots are full, the cauldron will take ~30 seconds (time subject to revision) to mix the potions. After the combination is finished, the completed potion will appear in a fourth "output" slot.
That would certainly remove the 'simplicity' of the suggestion. As I previously stated, this would remove the feeling in which one would be actually creating potions, like your average witch. A GUI would remove the effect. Now tell me, do you have a similar feeling when brewing potions using a brewing stand?
For aesthetic effect, the potion colors could still appear in the cauldron; I'm just suggesting a more controlled environment. (In addition, if the cauldron interacted with hoppers, this could lead to some interesting auto-combiner setups.
I understand that with the introduction of a properly functioning GUI appropriate to the cauldron would certainly grant the player further control over the situation of creating mixtures. As for hopper functionality, I believe the hoppers are directed to solids, or solid-related items. Another conflict with that would also refer to the same problem discussed above, the idea of the suggestion being overpowered. It would cause more harm than good. I believe the cost of creating the mixtures should not be an automatic one, and the closest thing to interacting to redstone is the cauldron outputting a redstone signal based on how full it is. I appreciate the feedback, and thank you for the support!
Explosion should be purely aesthetic, it shouldn't destroy the land but should damage the player (like with explosion protections).
One of the main concerns is how much of a risk mixing potions should cause. The risk isn't great, as long as the player is careful when in the process of creating their mixture. I believe the risk isn't that much either, since the player should have iron armor by then, negating the damage. Another factor is the damage to the blocks. The same thing can be negated using durable blocks, such as cobblestone.
However, I fully support. Why did they even bother to implement cauldrons when they have no practical function? Just for the nether?
Thank you for the support, and I appreciate the feedback.
At first, this was overpowered. But now that the suggestion is now un-OPed, It is really good! Imagine the witchcraft!
I support!
You happen to have read this when I first suggested it? I do agree it was completely overpowered, lacked information, and there was not enough visual representation. I just decided, "Hey, I made this a long time ago. I wonder why it hasn't been noticed." I then realized that my post lacked coherence and was difficult to understand. I decided to revive it, with better pictures, further detail, and greater balance.
This is a cool idea. I support, however I am not sure how much I would use this. Why? You can just carry multiple potions because of how much they reduce the time/effect. Your idea isn't bad but if I had to rewrite this idea my proposal for that section would be that they only reduce 1/4 of time/effect (i.e. 8 minute potion is down to 6 minute) however 2 of the iron ingots in the recipe for cauldrons (maybe the corners?) are replaced by iron BLOCKS.
Also it should be called a combo potion or something like that not mystery.
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llamaglama, dunklestein and burningleaf777 are friends at school. Sometimes we all use the school computers. Please don't ban us for alt accounts.
This is a cool idea. I support, however I am not sure how much I would use this. Why? You can just carry multiple potions because of how much they reduce the time/effect.
The problem with that is that the suggestion would be considered overpowered, if done so. If the player decides that they want a longer time for a certain effect, then be it. They may carry a Regeneration(2:00), and a different mixture and drink those two separately. No problem there. The suggestion is greatly focused PvP-wise, as the player would need to carry more stuff, and not waste time when drinking the potions. You'll be sacrificing duration, or strength, to live through another encounter with another player. If I'm correct, you believe the potion system proposed here, is underpowered. If I just state, "My suggestion is that when mixed in a cauldron, potions get diluted 1/4," then certain potions with certain existing effects would become greatly overpowered, causing major unbalance to PvP. Enough of PvP, what about survival single player? All those mobs centering on you, and there is not much time to drink that regen, speed, and health before the zombies slaughter you. The mixtures can serve a basis of emergency. Then again, you may just create potions with only two effects each, conserving many slots in the inventory.
Your idea isn't bad but if I had to rewrite this idea my proposal for that section would be that they only reduce 1/4 of time/effect (i.e. 8 minute potion is down to 6 minute) however 2 of the iron ingots in the recipe for cauldrons (maybe the corners?) are replaced by iron BLOCKS.
The rarity, or the diffuclty of obtaining the cauldron shouldn't be how the suggestion is weighted on. If I were to simply propose every effect to be diluted 1/4, the price of the cauldron, no matter how high, would not cover it's unbalance.
Also it should be called a combo potion or something like that not mystery.
It's not a mystery until you uncover it. Anyways, the name is up to the player to decide what to name it; with the anvil, of course. Thank you for the feedback and support.
Hmm.. I read this topic and noticed a few things about the potions, i.e most of the potions are the colour of Minecraft dyes! wut? So that means that using the same coding as the dyes, you could make mixtures of the potions only certain colours. Also, the firework effect might be kinda hard to add, as there could be any number of people using cauldrons. Same with the ghast's effect. But they could be made possible (with a lot of code, I might add). So, I propose that you ditch the idea of mixtures being different colours. Sure, I do realize how much time and effort you put into this, but not even the existing templates and stuff could be that many colours except if the use that 6 digit colour thingy (hexa.. hexa-what now?). But overall, pretty easy to understand, and pretty good idea.
Muahahaha.
Yes, but take a look at the many other suggestions. Besides, Mojang tried did this before the creation of the brewing stand, but scrapped it later due to no knowing how it would turn out. Of course, this suggestion uses the current system of potions and their effects which already exists through the use of command blocks and third party editors. The addition of this will only revert the cauldron system how it was before, and would coexist with the brewing stand. If I'm not clear enough, the cauldron from time ago was used to create a synthesis of ingredients to create potions. That was soon replaced with the current system, and the one I'm proposing is using cauldrons to create a synthesis of potion effects, not ingredients. That way, the system I presented would work and at least the outcome of it would be known. As for the mix potion in huts, sure I'll add it in the main post.
That would cause a nuisance, now you would require a cauldron to produce potions. I don't want to mess with the current system, just add more to it.
Where did you get the fireworks from? I apologize if my post wasn't clear enough, only the aura of a firework would be replicated, an actual firework will NOT appear. Maybe the 'cloud' particles from the potion appear similar to those of the firework. I'm sorry if they did, but they are actually a 'cloud' formation. I hope that clears things up.
Support.
^^^old mod
Since the idea of the suggestion being overpowered or not, I've decided to compromise yet again. This new system will give certain potions a certain duration and whatnot, and will remain in the range of degrading into 1/2, 1/3, or 1/6. Thank you for the support, and the helpful criticism!
Of course, one of the rather amazing features of my proposed idea is that it also serves a purpose for aesthetics.
Thank you for your support!
Why, thanks! I've have update the main post describing the specifics. Some will worth 1/2, others 1/3, and sometime 1/6. It all depends on the potion.
I have updated the post which now contains a more reasonable system within each effect mixture. Some values are different than others, that way I may hopefully reduce the conflicts involving the suggestion being overpowered, as well as being underpowered. The main post now contains a nifty chart I've been working on for a few hours.
That's rather mean spirited isn't it? "No, I will not support this idea, even though I do not say what the problems with this are, because its implementation would conflict with my convoluted idea that completely recreates potion making from scratch, which is good because of the vague reason that it allows players to adjust potion lengths and strengths to their liking, which isn't overpowered because of limits I would put in there anyway".
I won't pretend to know what Mojang are up to, but I believe I can safely say that they're not going to remake potion making from the roots up. Now would you please provide constructive criticisms to this idea?
I know about the potion making they had before. What I also know is that they made a conscious decision to use brewing stands instead of cauldrons.
I like that method, I really do, but the problem with it is that is would be annoying if random negative effects were added to each batch of potions, and if they weren't random, people would eventually just learn what to do from the wiki.
If you could direct me to a suggestion which re-adds cauldron potion making, I would be happy to support it (as long as there aren't glaring faults) but that does not mean I would stop supporting this idea. I like both methods, and I am sure Mojang wouldn't mind if (assuming they even check the forums) they had more options.
Do not say "No support!" if you prefer a different method. Simply say, if the suggestion is very good anyway "I would prefer this" (add a link on this) "but if that is impossible then I support this too." Something like that. If you don't like the suggestion because of other reasons, then name them. Don't pit suggestions against each other.
Thank you for your feedback! Though, I greatly appreciate and respect your opinion, I would like to point out that the process you prefer is flawed. The system mentioned would actually result much more overpowered than you expect. It revolves around a theory of concentration, while maintaining the other effects. Sure, they may be degraded to the point where it poses no significant role in the mixture, but they still exist in the mixture. Meaning, the potion created may have a high concentration of Strength II, yet posses a meager concentration of Regeneration and Invisibility. My proposed suggestion, in contrast, would contain a mediocre concentration. Though I understand why you prefer this system to be left for the brewing stand, and not the cauldron.
One of the reasons why I left the change to only to the cauldron, is that I would not like the current system to be changed. Change is fearful, and an overhaul is time consuming.
You are only viewing the summary of what they planned to do. The little details, such as a naming system, would be result as a great significance to the overall idea. Their original idea revolved around a far more complex system, than the system we have today. It is not as simple as "add item to water cauldron, get magic potion." The process of making potions would be unbelievable quick, rendering an overpowered process. Unless many, many new ingredients were to be added, as well as new base potions, the idea would remain that way. Besides, one can easily visit the wiki and memorize the recipe for the brew, and do it in less than the time it takes to brew an awkward potion currently. If the system were to be completely random, this would fix the issue of memorizing, unfortunately it would become a tedious process similarly to our current enchantment system.
Such an idea must be shared. Tell me wise one, what is this glorified idea that is so much better than this one? I would like to compare them, to see what better that system has in contrast to mine.
If so, a tedious process would still be required. The players would keep attempting at a higher strength and duration, similarly to how enchanting is. The only difference is that this is worked with ingredients, which are far more easier to obtain than that diamond armor, thus resulting in an overpowered potion in the end. Not much balance there.
Yes, there was indeed a valid reason. You seem to overlook those reasons, even to the point where they are ignored. If you still don't happen to understand the reason(s), you are free to read above once again.
An idea that remains flawed.
1. Remove the explosion when opposite potions are introduced
First of all, if I have many potions in my hotbar, I don't want to accidentally blow up a chest (or myself) by placing the wrong potion in. If two contradictory potions are entered, why not just have the effects cancel each other out?
2. Introduce a GUI
One irritating outcome of simply "dumping" the potions in the cauldron is that different potions often have very similar colors. If one player places a potion in a cauldron and comes back later, he might forget which potion was placed in. It might be better to let the cauldron have three inventory slots, where only potions can be placed. If all of the slots are full, the cauldron will take ~30 seconds (time subject to revision) to mix the potions. After the combination is finished, the completed potion will appear in a fourth "output" slot.
For aesthetic effect, the potion colors could still appear in the cauldron; I'm just suggesting a more controlled environment. (In addition, if the cauldron interacted with hoppers, this could lead to some interesting auto-combiner setups.
v
Come and join, we need players
Thank you for your support. Yes, the same feeling I had which lead to the creation of this suggestion.
Well, the result of your suggestion would be more harmful to the suggestion than it seems. You see, there will be people who strongly believe the idea is overpowered. This case, that there would be no real harmful risk, would not help the situation. The cost of one mistake should be dealt with consequences, and which includes losing the potion inside the cauldron. I appreciate the concern.
That would certainly remove the 'simplicity' of the suggestion. As I previously stated, this would remove the feeling in which one would be actually creating potions, like your average witch. A GUI would remove the effect. Now tell me, do you have a similar feeling when brewing potions using a brewing stand?
I understand that with the introduction of a properly functioning GUI appropriate to the cauldron would certainly grant the player further control over the situation of creating mixtures. As for hopper functionality, I believe the hoppers are directed to solids, or solid-related items. Another conflict with that would also refer to the same problem discussed above, the idea of the suggestion being overpowered. It would cause more harm than good. I believe the cost of creating the mixtures should not be an automatic one, and the closest thing to interacting to redstone is the cauldron outputting a redstone signal based on how full it is. I appreciate the feedback, and thank you for the support!
Thank you!
One of the main concerns is how much of a risk mixing potions should cause. The risk isn't great, as long as the player is careful when in the process of creating their mixture. I believe the risk isn't that much either, since the player should have iron armor by then, negating the damage. Another factor is the damage to the blocks. The same thing can be negated using durable blocks, such as cobblestone.
Thank you for the support, and I appreciate the feedback.
I support!
Play minecraft.
NOW
You happen to have read this when I first suggested it? I do agree it was completely overpowered, lacked information, and there was not enough visual representation. I just decided, "Hey, I made this a long time ago. I wonder why it hasn't been noticed." I then realized that my post lacked coherence and was difficult to understand. I decided to revive it, with better pictures, further detail, and greater balance.
Thank you for the support, I appreciate it!
Also it should be called a combo potion or something like that not mystery.
The problem with that is that the suggestion would be considered overpowered, if done so. If the player decides that they want a longer time for a certain effect, then be it. They may carry a Regeneration(2:00), and a different mixture and drink those two separately. No problem there. The suggestion is greatly focused PvP-wise, as the player would need to carry more stuff, and not waste time when drinking the potions. You'll be sacrificing duration, or strength, to live through another encounter with another player. If I'm correct, you believe the potion system proposed here, is underpowered. If I just state, "My suggestion is that when mixed in a cauldron, potions get diluted 1/4," then certain potions with certain existing effects would become greatly overpowered, causing major unbalance to PvP. Enough of PvP, what about survival single player? All those mobs centering on you, and there is not much time to drink that regen, speed, and health before the zombies slaughter you. The mixtures can serve a basis of emergency. Then again, you may just create potions with only two effects each, conserving many slots in the inventory.
The rarity, or the diffuclty of obtaining the cauldron shouldn't be how the suggestion is weighted on. If I were to simply propose every effect to be diluted 1/4, the price of the cauldron, no matter how high, would not cover it's unbalance.
It's not a mystery until you uncover it. Anyways, the name is up to the player to decide what to name it; with the anvil, of course. Thank you for the feedback and support.
Full support.