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SteveCraftwood posted a message on Quests in Minecraft (Described and Shown with Concept Images)This would be awesome! Perhaps the quest giving villager could be a Village Chief/Elder (With a role similar to the white and red robed villager from Take Back the Night), perhaps the green robed generic villager? Also, it would be cool if quests could give you unique items, maybe an ancient sword that once belonged to a hero of the village, or a blacksmith's apron to wear, or a miner's helmet.Posted in: Suggestions -
1991
Galactic_Muffin posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)NEWS:------------------------------------------------------------------------------Posted in: Suggestions
HUGE NEWS!it's been a year and a half of supporting and discussing this suggestion, it no longer is a suggestion that i can claim as mine for it is an idea that was molded and cared for by so many people, this suggestion is an idea that belongs to the community and because of your help for the past year and a half, we have finally made a breakthrough...
Guys, WE DID IT!
Mojang officially released a screenshot (https://mojang.com/2...napshot-13w41a/) showing colored glass implemented and fixes on the transparency issues they were having before. I can say with confidence that if it weren't for all your support for this topic, there's a good chance that colred glass wouldnt have even been included in this snapshot. For that you guys can be proud to be apart of something big, something that could change the way Minecraft feels forever. Thank you for all your support! And thank you Mojang for putting up with us and taking the time to implement our suggestion! :3Topic:---------------------------------------------------------------------------
However, its not over yet, with the addition of colored glass, there is so much more we can do with it. Adding colored glass could be the beginning of big additions such as colored light in the future; So i will be changing the title of this topic to Colored Light!
Due to this topics' popularity I want this topic to act as an outlet for the communities' ideas and opinions on the topic of colored glass and its implementations in the future. So everyone, let us move on to the next step of our suggestion topic and help make a difference!
"So, I was mining today and stumbled upon beautiful natural glowing crystals in an underground ravine!"
"...Then I investigated a red glow I could see creeping through a tunnel shaft and found myself in the middle of a zombie hive! o__O"
Well, those are some of the things we could be saying if colored glass and colored light were added to MC!
(images above are not real screenshots. They were Photoshopped by me to show what MC could be like if this topic's proposals were implemented)
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[NOTE]Colored light and glass is something I believe all minecrafters should be able to enjoy with each other without the midleman or knowledge of mod installing. So for that reason, this suggestion is directed towards vanilla. We do however welcome mods here since it's said that "Colored light isn't possible." -_^
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Here is how it could work:
Color Glass Blocks & Changing The Color of Light
Colored Glass and Colored Light are features I have wanted to see in Minecraft for some time. I wanted to see these features implemented so bad that I have come up with some ways it could be used in the game; it would greatly increase building potential and the ability for a player to customize an atmosphere by modifying the color of light. Based on my knowledge working in the game industry as an indiegame digital artist, I know that the impact something like colored glass and light would have on minecraft would be more important than most people know. In fact, it may even be safe to say that even Mojang underestimates the aesthetic importance of colored light and being able to manipulate it.
Here is a little diagram that briefly explains my proposition:
Here is a colored light mod that CptSpaceToster in a video spotlight! check it out! (ehem you too mojang -_^) colored light IS possible and it IS necessary this video shows that:
Here is a different crafting recipe that was originally suggested by ChadGarion25. It is fantastic and gives cauldrons an actual use.
Tell me what you guys think
Support colored glass by wearing this banner:
(Signature will NOT work if you do not paste this code into your signature via code editing mode. Turn on editing mode with the little switch at the top left corner of the editor)
[url="http://www.minecraftforum.net/topic/1133916-colored-glass/page__p__13917156#entry13917156"][IMG]http://i.imgur.com/01oHHUZ.gif[/IMG][/url]
Also, if you like this suggestion and want to help it become a reality, give the first post in this thread rep points, and get your avatar featured in the 'We Love This Post!' banner down below the OP!!!
Cool Ideas by you guys -_^:
Quote from ChadGarion25
Redo how dyes are handled all together by giving cauldrons a purpose; making dye into a liquid form- Cauldrons containing water can be right clicked with powdered dye to color the water (a tint of water won't require new block types)
- 3 objects can be dyed by right clicking the cauldron of dye whilst holding them. In this case, wool blocks, glass blocks, and glass panes (you can still take stained glass blocks of the same color and craft panes)
Here are some images that better explain the proccess:
Quote from neraphim
If i were to make any suggestions, i would recommend a simple refraction system. Like redstone only carries current 13 blocks or so, the glass panels could, if encased in non-opaque blocks, carry the light further than it would normally travel (like optic fibers). Additionally i would suggest colored redstone lamps, so that the color could be turned on and of at the switch of a button.
Common Questions:
I have received a lot of comments about glass blocks and changing light color causing too much lag or requiring an entire overhaul of the light engine MC currently has implemented. What people don’t fully understand is how MC lights work and where in-game lag actually comes from in videogames. I can't say I completely understand how exactly the MC lighting engine works as I have not seen the code, however it is briefly explained here: http://www.minecraft....net/wiki/Light if you have any better knowledge or sources that explains these points better, feel free to critique my points and share your insight on the topic.
"Why did you label the topic as 'original'? This isn't the first colored glass topic, you know..."
You are correct, this is not the first topic on colored glass, nor am I saying it is. The 'Original' tag in the title is referring to this topic and it's contents specifically. On several occasions, I came across my topic copied directly into Redit and other online blogs; without any sort of credit to the images and content. As the images in this topic were created from scratch by me, copying this topic would be considered art theft.
So to answer your question, the Colored Glass! topic is labeled as original because it is, the original.
Is it possible to change the color of the light?
Yes. Difficult, but possible. It used to be quite easy to light blocks with individual colors in early versions of Minecraft, but with the current light system this is no longer the case. It would require additions to the light system, the renderer, the map file format, and the network protocol. (A technical proposal can be found here, behind the cut.)
(question aswered by Nocte)
Will it cause lag?
Yes, unfortunately the addition of colored light will lower your frame rate. How much? This is hard to predict until someone actually tries it on a variety of hardware, but there's no reason to believe it will be anything drastic. It will also have an impact on memory use -- 64 KB per unpacked chunk to be precise. And of course the color information will have to go over the network somehow. If necessary, it would be possible to add an option to simply ignore the color information, and keep the current system where all block lights have the same yellowish color.
(question aswered by Nocte)
"Are there any Mods with Colored glass or colored light?":
Yes, there are some mods for colored glass and there are older mods that have colored light implemented into MC. Here are just a few of these projects:
• Kovu, a follower of this topic has been working on a colored light prototype. wheather he is doing it with the current minecraft engine or not is unclear but if it is, this proves that colored light is indeed possible with the current lighting engine. it may just need some performance updates. -_^
Discussion found here:
http://www.minecraft.../page__st__1900
• Nocte, one of the followers of this topic is very knowledgeable of what is going on behind all the gears and pendulums of Minecraft and has been working on this project. He may even tackle colored light. -_^
• CptSpaceToaster, one of the followers of this topic is currently working on a colored glass mod inspired by this topic and he is making big progress on colored light; proving that it is Indeed possible to do. You can watch his progress on his colored glass and light mod topics here:
http://www.minecraft...-colored-glass/
http://www.minecraft.../#entry24515141
• Here is a cool mod by Georqq that uses the same system suggested here; smelting colored sands to create colored glass, check it out!:
Colored sands into colored glass
• Here is an outstanding colored light mod that was in the works by theoneandonlyflexo check out his videos and his channel!
Video 1
Video 2
"I don't like colored sand because it would add too many new blocks to MC":
I added colored sand as an option for crafting colored glass because it would kills 2 birds with one stone. It would solve problems for people wanting colored glass and people wanting more color variations in standard blocks such as non-burnable, gravity, and stairs/slabs. The colored sand idea actually wouldn't require any new blocks or textures at all. The reason why, is because of how it could be programed. Much like how the biomes change the color of grass and leaves, both can wool and sand. Thus all blocks or future blocks that are craft able from sand or wool could be done in the same way; being colored entirely in code and decreasing the textures needed for the blocks. This solution would obviously require a change to how entities work but it would make way for limitless amount of colored items much like how leather armor works.
Now you may still be thinking, "well, that still doesn't fix the items being displayed in the inventory" actually it wouldn't be much of a problem since all of these items are just as hard to craft, having an inventory full of different colored sandstone blocks and the like, is only the fruits of your labors; having to collect dies, making cored sand and crafting them into stone. If what you are worrying about is the creative menu being overly crowded; this also wouldn't be a problem since the 1.3.1 update that added an improved creative mode inventory with
categorized tabs for various items/blocks and a search menu. If more colored blocks are added, they could simply just be added into to their own tab with would be extremely useful for pixel art artists and the like.
If you are still unsatisfied with colored sand being a step in creating of colored glass, we have discussed other options as colored sand is only a suggestion. Please look at "Cool Ideas by you guys" above for more information.
"Wouldn't it be easier to make colored glass by just combining it with dye like how you make wool?"
Easier yes, but wouldn't make much sense. Colored sand would mimic how real colored glass is created and it would open up more opportunities for new blocks using colored sand; including colored sandstone steps. Also, considering the "special properties" of colored glass, I believe it should be slightly harder to craft instead of simply adding color. with that said, I do not intend to say my crafting proposition is the best solution. In fact there have been many great alternative suggestions that have been made here. So keep thinking critically, innovate on existing ideas and give us some great suggestions!
"Has Mojang seen this?"
Yes, in fact we even heard back from Mojang on the topic; Nathan Adams also known as Dinnerbone from Mojang stressed that they have indeed been noticing the feedback on colored glass from the community. He also stated that colored glass is indeed possible and hinted that implementation of colored glass is not a "no"; which is exciting news.
Unfortunately, he also informed us that colored light is impossible on a large scale with the current lighting engine. However he also stated: "The lighting system is extremely broken and needs rewriting" this could mean that there is still a chance, if re-written, a new lighting engine may be able to support colored light. But this is uncertain.
The whole conversation can be found here:
https://twitter.com/...219652471980032
ChadGarion25 informed me of a tweet made by Dinnerbone on 25 Sep at 6:14 AM eastern time where dinner bone posted a comment that could be very promising for colored glass and colored light to be implemented into Minecraft!
Check it out!
https://twitter.com/...583946977497088
So basically what we can assume from all this is:
1) colored glass is very much possible in the current version of Minecraft; except it wouldn't allow other transparent textures to be seen through the glass (much how ice and water works in MC) and it would be difficult to ad a Z-buffer without having performance issues on slow platforms. This may not be much of an issue as most people will not have a reason to blend the colors of glass by stacking and though not completely transparent, it may look ok anyway. however I feel if a z buffer were added, perhaps there could be a toggle in video settings to turn off z-buffering for those who are playing on slower computers. Dinnerbone also hinted that the implementation of colored glass into vanilla is neither a yes or a no... so, I wouldn't give up on it just yet, guys. -_^
2) There are mods that have colored light implemented in versions of Minecraft before the adventure update. Check out theoneandonlyflexo for more info!
3) Yes Mojang has noticed this topic so there is no need to keep tweeting it to them as if they have never seen it.
[represent]
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157
Alkein posted a message on Better NPCs - Bringing more life to the land-squidwards!UPDATE MAY 31 2013: It has been a very long time since i last revisted this post, and everynow and then I receive emails about a new post, for the time being i think that this post i have here covers enough that i dont need to add anything to it, but it i see an amazing comment pop up in my emails i will most likely come back and add it.Posted in: Suggestions
Introduction:
The villagers in minecraft have a very boring life, they sit around waiting for someone who may or may not exist to come and trade with them, ignoring all the other npc's in the world. What if they could do war on eachother and their jobs actually meant something? Read more to find out!
If anyone wants to make a mod out of this, let me know.
UPDATE - (this was taken from the Wiki)
Improved villages and villagers to make them more self-aware[39]- You can now restore a desolate village or create a completely new village[40]
- Villagers can now like and dislike you[41]
- Villagers who dislike you will refuse to trade
- Villagers will dislike you more for killing their friends or allowing them to die
- Depending on how much villagers like you, they will start to offer you better trades[42]
- Trades may be made permanent again or last shorter/longer
Just remember, Not everything here needs to be implemented if anything does. So stop whining about it being too complicated.
Table of Contents:
1. NPC Interface
2. NPC hunger and health
3. Emotion
4. Reputation
5. Trading
6. Factions
7. Leadership
8. Villages and Castles
9. Currency
10. Traders
11. Abandoned Villages
12. Families and names
13. Repopulating abandoned villages
14. Jobs
15. Buildings
16. Combat
17. Morale/Military Strength
18. Village Spawning System
19. Races + Religions
20. New Items
(The following two items are 2 other peoples suggestions, used with permission)
21. Quests
22. Village Generation Fixes
NPC interface:
Thanks to CardboardPixel for making picture of the interface.
Starting from top left to bottom right, you have NPC health in the top left. Then NPC faction. Then Hunger. Then gifting box. Then NPC name. Reputation bar, Chat, NPC emotion (face), Usual trading interface, inventory.
When you click on an NPC's name you will be able to see a list of his family and what their jobs are. it will also say what job the NPC you are talking to has and his family reputation with you.
The leader/king, commander and any NPC with a job would have a special additional interface.
When you click on the faction name for the leader, he brings up a list of EVERYONE in his town, and what jobs they have. and the town reputation bar. Clicking on the faction name for any other villager wont bring anything up.
When you click on the Commanders faction name button you will see an interface showing the Military strength of his faction and the faction they are at war with (if any), the Supplies for both factions, and the reputation for both villages. You also see the morale of his army and the enemies.
Any NPC with a job will bring up a little statistics page when you click on his faction name button.
Lets use miner as an example:
Name - Steve Doppleganger
Job - Miner
Stone mined - 325
Coal mined - 114
Iron mined - 95
Gold mined - 12
Redstone mined - 23
Lapis mined - 4
Diamond mined - 3
The interface could also look like this:
THANKS TO Brinjal66 FOR THIS SECOND PICTURE!
Check out his thread including this here: http://www.minecraft...ew-trading-gui/
NPC Hunger and Health:
NPC's will now show you their health in the NPC interface. They will also have hunger and will need to eat like a normal player, but not near as often. When the NPC is hurt he may have to go to the priest if he cant find food. When an NPC is hungry they will pay more for food, but when they are full they will pay less for food.
Emotion:
NPC's will have emotions. Most NPC's will be happy, indifferent or worried based on the current status of any ongoing war, all NPC's will be happy if there is no war. Their will be Gains and Penalties that you earn based on you actions towards an NPC, Positive actions give you gains, Negative actions give you Penalties
The emotions will be:
Happy, Gain = 10% increase in rep gain, 10% better prices, half bonuses for family members
Angry, Penalty = 10% decrease in rep, 10% lower rep gain, No trading, half penalties for family members
Worried, Penalty = Runs away from player
Sad, Gain = 10% increase in rep gain from gifting, Penalty = No trading, (gifting enough breaks the penalty)
Indifferent, No gains or penalties
Disappointed, Gain = 10% increase in rep gain from trading Penalty = No gifting, rep gain is 5% slower
The action triggers for emotions would be:
Killing an NPC, family or town member
Stealing
Gifting
Trading
Just having a certain amount of rep
Fighting for a faction
Donating to any job chest or the town stockpile in the town hall
When you hover over the emotion face on the interface it will show the emotion, the reasons for why (can be multiple) and the gains and penalties you have with that person.
Most emotions will work in stages, going from angry to sad or something of the sort, depending on the reasons. Say you were to kill a random NPC in the village, his family members would get mad, most other villagers would be worried, and the leader would be disapointed. after a certain amount of time ingame the family members would become sad (no longer attack you on sight) the other villagers would become indifferent along with the leader.
Reputation:
When you talk to an NPC you will see your reputation with them based on stuff you did around town or by helping them or their family. When you increase the reputation of a villager in a family, his family rep increases by a percentage based on how many family members there are. When you get a villagers rep to full the town rep increases by a percentage based on how many town members there are. But when you get a family to max you gain an extra bit of rep with the town. Killing villagers brings your rep down, and the entire family will hate you, going to 0 rep. You will start off with having 10 rep for every villager. unless you are in very good standing with the faction they are at war with, then you will start with 5 rep or even 0.
This is the cool part and fits in with trading quite nicely. When you help an NPC by, gifting him items (full rep gain), Trade him items (3/4 rep gain) or help his village (1/4 rep gain) you will gain rep. The rep you earn will help you gain power among a village. Maxing your reputation with each citizen helps alot for increasing your Village rep.
Here is a simple example:
Action | NPC rep gain | Village Rep Gain
Gifting items to an NPC | Full | 1/4
Trading with an NPC | 3/4 | 1/2
Donate items to Village chest | 1/4 | Full
Going to war with enemy faction | 1/2 | Full
Trading:
You would be able to trade just like normal except for a completely new UI (see above) and the ability to Gift items. When you gift the item you put it in the gift box and click on the Give button. this will increase reputation. The npc will eat food and use tools and armor. The NPC also might just donate it to their community chest.
Factions:
Factions would have their names stored in a .txt file so you can add to it.
Factions would go to war against each other and would control multiple villages across the land. The villages would get mad at eachother based on things like:
You control too much land
You are too strong of a threat and must be eliminated before you grow stronger
You have been stealing from our village
You have stuff we want
Your village would look better if i was ruling it
Alot of those options leave it open for randomization.
Leadership:
NPC's Now elect a leader or a King for their village or castle. The leader is in charge of all of his people, if you kill them they will get worried. But if you have 100 rep with all his villagers you become his advisor. This means you will get special dialouge when he talks to you, And you can give him advice on what to do next, you can suggest to attack a village, build more houses (up to a max), collect more supplies or arm your men.
Every suggestion you make will reduce your rep with him by 5 meaning you have to give him gifts to make him happy again.
A new king or leader will be chosen when the old one dies after 3 minecraft days.
Villages taken over by a leader or king will never receive their own king unless the player asks to be the king and if loved by the town he fought for. The king will always stay at his own castle, any other village he take will only be able to build wooden walls, not cobblestone reinforcements.
Villages, Castles and Capitals:
The npc's are striving to rule the world, they will not build new cities, they will just upgrade their own. All villages will start out rather small having at least 1 well, 1 blacksmith, 1 church, 1 watchtower, 1 town hall, 1 barracks, 2 houses and 1 farm. They will usually spawn on flat areas but not just in the grasslands, forests will have trees cleared out for the village, the village wont be so close to water that its being flooded, or halfway into a hill.
Eventually when the lumberjacks have harvested enough wood the builders will build a wooden wall around the village. Then later on when the miners have collected enough cobblestone, they will reinforce the walls and put a cobble stone layer on the outside. The only buildings that will have buildings built outside that wall will be a capital city.
A capital city is where the king or leader of a faction lives, the faction will not make anymore capital cities unless an abandoned city is captured and the NPC's start a new faction there. the City names will be stored in a .txt file that can be edited.
Currency:
Currency would be alot like it is in 1.3 but based on the stages of the city growth it would work like this:
Normal village: Gold nuggets used as currency.
Village with wooden walls: Lapis used as currency
Village with cobblestone reinforcements on walls: Emeralds as currency
It would be balanced so that if you were to buy alot of supplies at a normal village and then go to a castle and sell them, you would make no profit and would not benfit, because supplies would be less in the small villages, meaning higher prices. Which leads into this:
The cost of items would increase or decrease based on the amount of items in the town chest, For an example lets use wheat.
Wheat base price: 5 gold nuggats for 5 wheat
Wheat price when 64 stack in town chest: 1 gold
Wheat price when 10 or less in town chest: 15 gold
Wheat base price in a second stage (wooden wall) village would be: 1 Lapis for 10 wheat.
Wheat base price in a third stage (reinforced wall) village would be: 1 emerald for 20 wheat.
This would make it a viable option to buy items cheap, and sell them later for more!
Traders:
To make it a little more interesting, traders may run between discovered villages that dont hate eachother, if you see one in the middle of nowhere you could follow him to a village or kill him for some random loot.
Abandoned Villages:
When you kill too many people or break too much stuff the whole village will turn hostile.
I know it isn't really an original idea, but i think i can make it unique this time.
Sure you will be able to find empty villages and loot them, but now with the new NPC mechanics that would be added, you will be able to turn a thriving castle into a ghost town. There would be requirements for how you force a group of NPCs to abandon their village. Here are some i thought up:
Village
Destroy 20+ Blocks in the wooden walls around the village (only if upgraded)
Destroy 5+ Blocks in every building
Kill a minimum of 5 villagers (for small town) or 10 villagers (large town)
Kill the leader (counts as a villager)
Stomp out 4 farm-ground at every garden
Take 10 Wheat from every garden
Take at least 1 item from the blacksmiths chest
OR
Kill every single villager.
Castle
Kill King - Civilians run in fear and some leave town until they join another village
Destroy 50 blocks from the outer wall
Destroy 10 blocks from every house
Kill a minimum of 15 villagers
Kill a minimum of 2 iron golems
Steal 3 items from blacksmiths chest
OR
Kill every villager AND every single golem
All other village requirements apply to this.
The same requirements here apply to other NPC's villages fighting eachother, They will try to accomplish these goals.
You would also be able to retake a village. This can be done by advising your castles king to increase the size of his kingdom. He will send villagers to fix the damage and repopulate. There will be no leader in villages taken over by Kings. You will have to find the village that the king lives in to do this.
The best method to take over a castle/village is to place some tnt near some buildings and near the walls, then you kill the leader, set off the tnt and kill anything left fighting, many villagers will get scared and run away if so much gets destroyed so fast, especially when their leader dies.
Families and names:
I thought this would fit in nicely with the reputation system, so i added this in too.
Since NPCs have names, they can also have a last name, which decides which other NPC's are in their family. If you do good things for 1 family member the rest will get a small rep bonus compared to the one you helped.
Families may spread to other cities or a city may be entirely made up of one huge family.
When you terrify villagers away by pillaging their village the family may start again in another village
The last name would be chosen for babies by whichever family is bigger (since there isn't really any females)
Faction, NPC, Village and family names (last names) Will all be stored in different .txt files so the player can edit them as they wish.
Repopulation for abandoned viillages:
When you want to repopulate villages, you could buy a villager egg from the leader of the village after getting 100 village rep. When you place 2 villagers into a new village, it will be a 10% chance that they decide to make it their own and elect their own leader (1 of the 2) and start you off with 100 village rep for that village, but with a 90% chance they will stay true to their leader.
The rules for this is:
The village/castle must not be inhabited
It must have 2 fully restored inhabitable buildings
There must be 2 villagers placed in the village
The villagers will repair the rest
Jobs:
There obviously is going to be jobs for this village. Not all villages will have all the jobs, most likely only capital cities will.
Here is what i came up with:
Smith: Makes armor and weapons
Fletcher: Works with the smith, makes bows.
Builder: Uses wood and cobble from the community chest to build houses and walls
Librarian: Sells books that have a few small stories about the world. The stories would be something like: "The [Faction name here] assaulted one of [insert faction name here]'s Villages, they have been rising in power recently. Some rumors are going around that they have an army of 100 men!"
Basically just history books selecting a random faction name from a large list of faction names and using one of many predetermined stories. Just to give your village a little bit of background.
Lumberjack: Cuts down wood and puts it in the town chest
Farmer: Farms wheat and puts it in town chest, milks cows. (limit of 1 field per village)
Leader: Stays in town hall. wears an iron crown.
King: Stays in town hall. Wears a GOLD crown.
Priest: Stays in and around the church, Heals hurt villagers (may use a new item, Holy water)
Alchemist: 1 per town, mixes potions with ingredients you put into its chest
Hunter: Kills animals for food.
Commander: Builds iron golems, Leads armies to war. (3 iron golems allowed per village, only 1 can go to war) wears a cape.
Solider: 4 sub types, Will be decided upon a child growing up. 50% chance of a child being a solider.
--------------Warriors: 40% chance a solider will be a warrior. Basic fighting mob, avoids TnT and fire, kills enemy NPC's
--------------Archer: 40% chance a solider will be an archer. Shoots from afar
--------------Demolitionist: 10% chance a solider will be a demolitionist (will run in first to destroy walls
and houses)
--------------Pyromaniac: 10% chance a soldier will be a pyromaniac. Runs in and burns down houses and people during a battle.
Magician: 1% chance of a magician spawning with a village, 5% chance one will be born after a castle upgrade. A Magician will have an enchanting table in his house with bookshelves around it.
Miners: Miners will work in the towns mineshaft, it wont be large but he will bring back useful minerals and cobblestone for building and smithing.
Butcher: kills cows from the field and cooks meat, then puts in village chest. lives with farmer
Thief: Wears black and a mask, goes to other villages and steals from them, uses sneak when near another village to indicate that they cant see him. Lives in the barracks.
Villager: Normal villagers cant just be lazy slobs, they have to pull their weight, so what do they do? When there is a battle at their village they will put out fires caused by pyromaniacs, they will do this by either running to the well with a bucket of water or just trampling the fire (punching it out)
They also will defend themselves if need be, but they cant use swords.
Buildings:
Not all cities will have ALL the buildings, if any do it will be a capital city
Farm: A farm is a nice fenced in area that starts with 2 of each type of farmable animal. A farmer lives in a little house outside of this (1 per town)
House: This is where any NPC without an occupation lives
Town Hall: This is always in the center of town, contains the Treasury and the town storage.
Hunters post: A small hut on the edge of town when the village increases in size, to help feed the people (2 per village max) The hunter lives here
Woodsman's hut: another small hut on the side of town for lumberjacks (2 per village max) This is also where the Fletcher lives and works
Church: The priest lives here. (1 per town)
Blacksmith: This is where the smith works, (1-2 per village)
Magic Tower: This is where the rare magician lives, a very mysterious tower. (1 per town, 3 per world)
Mine shaft: Yes, and its not abandoned and has an entrance to the surface near the village, the miners live in houses outside of the entrance
Barracks:Where the soliders and commander lives, has chests in it that when armor and weapons are put it in will increase Military strength, but only if an NPC will use it. (1 max always spawns)
Alchemy center: Where the alchemist lives, contains brewing station and cauldrons outside to catch rain. Cauldrons also inside. (1 max per village)
Library: Where the librarian lives. (1 per village)
=================
PICTURES:
Old Bland Village:
Full explanation of what a village would look like if this was added:
Town Hall Pics:
Barracks:
Wizards Tower (rare):
Hunters Post/Woodsmans hut:
Main Gate:
Mine Shaft Entrance:
Church entrance (Would look something like the guard tower, But bigger):
MORE NEW PICS!!! (august 20)
The larger villages would have pumpkin farms to explain their iron golems.
This is my idea of a large walled in village. There would be different variations, this one most likely being the biggest (this is the current world i play on)
A Different idea for a keep
A sort of Marketplace area, comes with NPC's that stay in their stalls for the day.
Farms
Combat:
The different types of soliders would fight in different ways.
The archer stays back
The warrior rushes forwards
The demolitionist destroys enemy buildings and trys to avoid blowing up teamates
The pyromaniac runs in through holes in the walls and sets stuff on fire.
The commander would have a cape to set him apart, he would be in the very front or middle of the fight at all times.
Morale/Military Strength:
Village Spawning system:
Morale would be about how easily NPC's will surrender or how "brave" they will be.
The attacking teams morale will be affected by the commander and army size
For every man in the army more than the enemy team the morale is increased by 1
if the commander dies during battle morale goes down by 10
At the start of the battle, both commanders are worth 10 morale.
For the defending team it will be affected by King/Leader, Army size and commander.
The king being alive in the castle increases the morale by 30
the commander being alive increases it by 10
every man more than the enemy increases it by 1
If the morale falls below 5 the attackers will retreat or the defenders will surrender
Surrender means that the survivors will live peacefully in the city after it has been conquered.
(prisons would just be useless having a building so NPC's can sit around and just add that much more lag)
Military strength is similar to morale, its based on the amount of weapons and armor the NPC's have and what quality
For every wooden/leather weapon/armor MS increases by 1
Every chain piece of armor increases MS by 3 (only given to NPCs if bought from a blacksmith (by player) and put in the Barracks armor chest)
For every iron weapon/armor (or bow) MS increases by 5
for every gold weapon/armor MS increases by 3
For every diamond weapon/armor MS increases by 10
Armies will only advance on the enemy if their military strength is within 20 points of the other army. This will mean more equal battles so the fights are more interesting (even 5 MS can make a difference.)
You wont be bored watching one team Decimate another. Everything will be a close call.
Races:
The villages will have a 5% chance of spawning in any biome flat enough to contain the new villages. When a village spawns it will increase the chance of another village spawning (at war) within 150-300 blocks away by 50%.
New items:
There would also be new races, and different races would have a higher chance of starting a war or having bad relations with eachother. They would also each have their own religion, for the priests
The races would be:
Humans - most likely to start a war with Nosemen, Indifferent to all non hostile actions, Religion = Notch or a very rare chance Herobrine. Villages who worship Herobrine are limited to 1 per world.
Pigmen - most likely to start a war with dwarves. Get mad if you kill pigs near them. Religion = Mud. 1% chance during the night that all villagers turn to zombie pigmen for the night. If a Villager is struck by lightning they become a zombie pigman permanently.
Nosemen - Most likely to start a war with humans. Most common village type, Religion = Nostrilism (based around Buddhism because they wear robes)
Goblins - All races are very likely to start wars with goblins, +20 to Village population cap, No religion, Just war.
Dwarves - Most likely to start a war with pigmen, Rarest Villages. Houses have basements, Find more ores, faster. Religion = The god of Feasts. (church would be a feasting hall instead of a normal church)
Powder keg - Sold by dwarfs, Expensive (5 emeralds each), blows up a larger area than TnT (3-4 times).
Golden ring - Dropped by goblins, can be turned in to any other races Leader or King for a small bit of extra Rep. (the other races all hate goblins) Can also be broken down into golden nuggets at a crafting table
Crown - Dropped by kings you killed, Can be worn and then your reputation does NOT go down when you ask the town leader to do something and the dialogue changes to more demanding stuff (instead of "You should Attack this village" it becomes (Attack this village). (which basically makes him your advisor and you the leader)
Mud - New Block, Found as the main ground block around pig villages, pig villages have dirt roads.
Cloth - Dropped from and bought by Nosemen and Humans, can be colored, used in the creation of flags, can be placed. When placed it looks like a thin piece of wool (think snow). Used for carpets and banners when building.
Flags - Can be colored, made by 3 sticks and 4 cloth. 3 sticks up the side and four cloth in the top corners. Every village has flags of a certain color placed around it.
Piggy Bank - Used to store emeralds, diamonds and gold nuggets and any other precious shiny item you want. Only bought from humans
Nose Goo - Dropped by nosemen. Combine 9 to make a slimeball.
More added Later!!!
Quests:
Village Generation Fixes
Thanks to nate890 For letting me use this in my suggestion. Remember to head over to his thread and give him your support!!!
http://www.minecraft...concept-images/
Quote from nate890
Villagers should give quests, and give items in return (like cloathing/emerald). The quests should feature basic tasks and objectives. Some tasks might include: "We need wheat to harvest. Replant our crops with Wheat.", or "Pigs are stepping on our crops. Kill 10 of them within the area of the village." Once again, these are basic examples to get the general idea flowing.
The quest log will feature 3 different randomly picked quests and you have the ability to do them if you're the level, or above the level required (just like the Enchantment Table!). You will not lose you level and experience, like the Enchantment table. Instead, when you complete the quest, you gain EXP (the EXP gain will be the same for every quest, no matter the level or objective).
The items in return will vary depending on what the level requirement for the quest you're doing is.
The quest log should be designed to be easy to use and understand, with a basic idea like such:
A picture of a quest log, given to you by a villager.
A picture of the quest log, given to you by a villager when you have a completed quest.
If you are all in for the idea and feel like supporting, go ahead, set this as your signature:
[center][url="http://www.minecraftforum.net/topic/1402259-quests-in-minecraft-described-and-shown/"][img]http://i.imgur.com/GCbVl.png[/img][/url][/center]
Thanks!
JP585 has alot of Great idea's involving villages, here a few that i like personally and would also like to be added to the game:
Changes to Village Generation- Grass and flowers should not replace parts of a generated village.
- Road Shoring: Roads now become two thick. The lower layer becoming a block not affected by gravity. This is to prevent house doors being drastically disconnected from the road, preventing entry and exit. It also has the nice effect of building bridges over rivers and ravines.
- House Stilts: When a house is formed over air, it no longer generates a huge stone pillar. Instead, where there is liquid, air, or plants there remains empty space. At the corners of the house, as well as other logical points, stone pillars are generated. See plains village image for an example of it.
- Railing: If a road should have two blocks of air on one of its sides, a wall of the appropriate type will be placed on the road edge. This will generate an appearance of safety in the village. See plains village image for an example of it. This will generate bridges as well as rails to prevent accidental drops from roads into holes. This will provide a sense of safety in the village. See plains village image for an example of it.
- When a house generates, the spaces directly adjacent to the outside walls of house are cleared of blocks that are not part of the house. This will prevent a house become trapped completely under dirt, sand, gravel, etc or sand.
Before Village Generation Changes
After Village Generation improvement (see bridges, stilts, and farm border)
Check out and support the Thread Here: http://www.minecraft...s-new-villages/
Changelog:
If you liked this idea please press the green arrow in the bottom right!
-----------------------------------------------
June 11, 2012.
Added:
-Families
-Abandoned villages
-Redone Leadership
-Added to Reputation
Later the same day
Added:
-Repopulation
-Minor changes
The next day after that:
Redone:
-Currency
And the day after the day above:
-Added jobs
Day after the day before this day:
- Added buildings
- added faction rep gaining
-more interface description
Later that night:
-made and took pics of buildings/village (will be up soon) (only did some)
-Made a few changes to the post
June 17 2012-
-Overhauled up to traders
- Major Changes to currency
- added Emotion
- Removed some unnecessary and most conflicting ideas.
- overhauled Factions
-Overhauled Reputation
June 24 2012-
-Added pyromaniac job
-Gave normal villagers some work to do
-Made small additions to currency
July 6 2012
-Added Races + Religions
- Added New items
July 28 2012
-Added New Items, removed crap ones
- Made a few modifications to Races + Religions.
August 12 2012
- Added new items.
Grammar fixes.
August 13 2012
-Added Quests
September 10 2012
-added another banner
September 15 2012
-Fixed a few mistakes in currency
-Switched Diamond currency to Lapis
Sept 26-27 2012
-Added a new interface picture
-added Village Genration Fixes
-------------------------------------------
I hope you like my idea, please support it and vote whether you want it or not!
Here is some banners to show your support!
[url="http://www.minecraftforum.net/topic/1271884-villages-and-castles-pictures/"] [IMG]http://i1079.photobucket.com/albums/w507/Alkein/goodBanner.jpg[/IMG] [/url]
[url="http://www.minecraftforum.net/topic/1271884-villages-and-castles-pictures/"] [IMG]http://i1079.photobucket.com/albums/w507/Alkein/BetterNpcsbanner2.png[/IMG] [/url]
-------------------------------------------------------------------------------
Special thanks to Shrapos for helping me with this idea (IRL friend)
Thanks to:
F117nighthawkX - Suggested the Dynamic villagers game mode
arsonwelles - suggested .txt file for villager names
dannybar9 - suggested dynamic prices based on resources, hunger and health
Strottinglemon - suggested to make enemy factions gain rep when you kill opposing faction members
nate890 - Let me put his Quests suggestion in here.
kazar14 - the second banner
JP585 - the Extra Stuff, which contains lots of village fixes.
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iBurger posted a message on |*~|*~More Enchantments~*|~*| Over 40 DIFFERENT and unique enchantments! Just read it!IMPORTANT NEWS :Posted in: Suggestions
I'm back guys! I won't really be checking this topic much, but I will add more enchantments as I think of more. Thank you for all of the support. It means a lot.
All of these enchantments work on players and mobs unless noted otherwise.
Why do we need more enchantments? :
In a tweet Jeb posted, he said that he would like to see some more enchantments in the game. Also, it adds more variety to the game, and who wouldn't want more enchantments?
Haven't we seen this a many other posts? :
Yes, it is true that other posts talk about this, but the enchantments on this page will blow you away! Many of the comments here have great feedback about this thread, and trust me it will be worth reading. These are very unique enchantments!
LOVE THIS! I am going to spam this at Dinnerbone and Jeb! :
NO! DO NOT DO THIS! It is very disrespectful and although I like the support, we should respect Dinnerbone and Jeb. There are better ways to support this thread like sharing with other Minecraftians!
Enchantments with * next to them means that that enchantment is not my original
idea. The links to the original enchantments will be at the bottom of the page.
New Sword Enchantments :
Spark | Max Lv. III | Uncommon
What the spark enchantment does is, when you hit a mob, lightning strikes onto the mob, but it doesn't light it on fire (that would take away the Fire Aspect enchantment). It deals a half heart more, and knocks the mob a bit (knocks far less than Knockback). Now, I know that it kinda takes away the Knockback enchantment and sharpness a bit, but the effect doesn't work under a roof and the nether because lightning wouldn't be able to go through the roof. The higher the level, the more damage the lightning will deal.
Gravity | Max Lv. III | Uncommon
The Gravity enchantment makes it so that when you hit a mob/player they will be tossed 2 blocks into the air. This works well with Knockback. The bad thing about this enchantment
though is that it will be hard for you to hit your opponent when they get knocked into the air.
Don't think this is an unfair enchantment because it really doesn't help you to much. Every
level, 1 block will be added to the toss.
Exhaust | Max Lv. III | Rare
When you hit a player with the Exhaust enchantment there is a 10% chance that they will lose
half-hunger. If they already ran out of food, they will take a half heart of damage. Every level,
the chances of them losing hunger increases by 10%. This enchantment is good because if
they lose all of their hunger, they will be damaged from it. Also, if they only have 3 hunger bars
left, they can't sprint. When you hit a MOB, they will be slowed for a second.
Incise | Max Lv. III | Uncommon
With the Incise enchantment, you have a 10% chance of getting a critical hit on your opponent. Right now, the only possible way of getting a critical hit is by jumping and hitting your target which could be annoying and makes your hit less accurate. Every level, an extra 5% is added to the probability of getting a critical hit.
Noxious | Max Lv. II | Uncommon
The Noxious enchantment gives you a 15% chance to poison your opponent and a 15% chance of giving your opponent the nausea effect. If you didn't know, the nausea effect is an unused potion effect that disorientates your opponent. Similar to the effect when you walk into a Nether portal. Anyways, at level one, the effects only last for 5 seconds. Noxious II makes the potion effects last 2 seconds longer, and makes the chances of getting the potion effects higher also. It is IMPOSSIBLE to give someone both the poison and nausea effect.
Everlasting | Max Lv. III | Common
The Everlasting enchantment makes your sword's durability last longer. This is exactly the same as the Unbreaking enchantment for tools, but I think this should now be implemented into a sword enchantment. You know how Unbreaking works, so I won't explain what this enchantment does since they are the same.
Repulse | Max Lv. II * | Common
This sword enchantment causes blocking to be buffed by a 1/2 heart more. This makes the total of damage blocked 1 heart. This makes you invulnerable to fists. At level 2, you block 1.5 hearts in total. When you block while being hit by any projectile, it is countered back at the target at 40% of the original speed.
Insight | Max Lv. II | Rare
When you kill a mob, you get +5 XP. At level two, when you kill a mob, you get +8 XP. This can be a very helpful enchantment because you get more XP and can enchant more gear!
Cleric | Max Lv. III | Very Rare
When you critical hit a player/mob with the Cleric enchantment, you get a 50% chance to get a random potion effect. The chances of each potion effect are 40% Swiftness I, 27% Fire Resistance (1 minute), 27% Night Vision (1 minute), 2% Regeneration (3 seconds), 2% Invisibility (30 seconds), and 2% Strength (5 seconds). This is not an overpowered enchantment because you have to critical hit by jumping which most people don't do, and the chances for getting Regeneration, Invisibility, and Strength are really low. Plus, they don't last for long (except for Invisibility because they will see your armor, if any). This enchantment is impossible to get with Bust because it would be easy to get the potion effects.
Hell | Lv. IV | Common
With the Hell enchantment, you deal extra damage to mobs in the Nether. This is very similar to the Smite enchantment, but it's for the hellish mobs.
Clutch | Lv. I | Very Rare
After you hit a player or mob, they are pulled back to you. This is the exact opposite of Knockback. What can this be useful for? If you are in a PVP situation and someone is running away from you, you can pull them back to the fight and kill them. This can also be useful for passive mobs. When you try to get food from pigs, cows, etc. they run from you after you hit them, but the Clutch enchantment would make this easier.
Faith | Lv. III | Very Rare
When you hit a player/mob, you make their armor durability decrease faster. This can be great for when fighting against players or mobs with weak diamond armor. Every level, your opponent's durability will drop even faster. This is somewhat similar to the Toughness enchantment.
Stagger | Max Lv. I | Rare
With the Stagger enchantment, you can completely ruin your opponents aim just by hitting them. Say I hit someone with a Stagger enchanted sword. They would be looking somewhere else instead of me. This may be a little OP, but the victim's aim wouldn't be completely ruined. They would be looking right next to you, or somewhere very close to you.
Fortify | Max Lv. I | Very Rare
Every time you hit something with the Fortify enchantment, your sword gets stronger. Every 25 hearts of damage you deal, 1/2 more damage is added to your sword. This enchantment cannot be with the Legend enchantment because the sword would become WAY overpowered. The most damage you can add to the sword is +5 hearts, and the sword has less durability.
Proximity | Max Lv. II * | Rare
Any surrounding mob/player in a 2 block radius are damaged half a heart when you hit another player/mob. This can be useful for fighting zombie hordes and such. At level two, the radius is 3 blocks. Do not say this is overpowered because it is only a 2-3 block radius.
Chronic | Max Lv. I | Rare
When you click while holding a Chronic enchanted sword, you will swiftly swing your sword two times. This can be used to start an attack and finish off your opponent quickly. Spam clicking will not work because after you click, you will have to wait about a second before clicking again. Though this may be hard to program, it will be very cool to see this enchantment in the game.
Assassination | Max Lv. III | Uncommon
Your first attack on a player/mob will do 30% more damage than normal! This can be useful for sneaking up on any mob/player and can give you a quick advantage without the enchantment being super overpowered. Let's say every 30 seconds if you don't hit any mob/player, you deal the extra damage. Every level, 5% will be added to the extra damage.
Buzzkill | Max Lv. I | Rare
With the Buzzkill enchantment, you deal one extra heart to players/mobs that have 40% health left. This can be used for quickly finishing off hurt mobs or for quickly killing weak players. This will give you an advantage against hurt players/mobs.
Obliteration | Max Lv. IV | Rare
The Enderdragon and Wither are no match to you with the Obliteration enchantment! What this enchantment does is make your attacks do 30% more damage to boss mobs such as the Wither. This enchantment is perfect for prepping for Enderdragon fights. Not to much explaining needed. Every level, 10% is added to the extra damage.
New Bow Enchantment :
Rapid Fire | Max Lv. I | Very Rare
The Rapid Fire enchantment allows you to draw back your bow 1.5x faster. This has probably
been in a couple of other posts, but I decided to go further into detail. If you have missed the instant drawback of your bows from beta, this is the right enchantment for you. Also, after 5 shots, you will have a 1 second cool-down before you can fire your arrows again.
Marksman | Max Lv. III | Uncommon
Marksman allows you to shoot targets from much farther. The distance of the arrow will increase by about 5-10 blocks every level. If I'm not mistaken, the Power enchantment for the bow does not increase your bow range, so this might be a convenient enchantment. This DOES NOT increase the damage of your bow though because that would be like the Power enchantment.
Frost | Max Lv. III | Uncommon
This has been posted in many other threads, so this is not my original idea, but I'm still including this into my list of enchantments. The frost enchantment makes it so that when your arrow hits a player or a mob, they will get a slowness effect for 1 second. Blue swirls will be seen coming from the player hit. Why blue swirls? Because it fits the name. When you hit someone with Frost II they will have slowness for one extra second.
Volley | Max Lv. V | Rare
The Volley enchantment makes it so that when your arrow is in mid-air, it splits into 3 different arrows in different directions. This can be possible if Dinnerbone programs the arrow to split after 1/2-1 seconds. I wouldn't say this is an OP enchantment because there's a very little chance that not all of the arrows will hit your target. If you have less than the number of required arrows needed for the split, it will just fire a single arrow. Every level, 1 arrow will be added to the volley.
Bullseye | Max Lv. I | Uncommon
Have you ever seen that curve up the y axis and it made your accuracy worse? Well, with the
Bullseye enchantment, that is completely removed! The arrow shoots straight without the
gravity pulling it down. After the arrow has reached however far your normal shot would be, the arrow would immediately drop. This enchantment would be good for accuracy, but it would not go farther than what a normal arrow could go.
Gunk Shot | Max Lv. II | Uncommon
The Gunk Shot enchantment allows you to poison or give your opponent nausea. This is the same as the Noxious enchantment, just for bows. I feel the Gunk Shot enchantment should be a bit worse than the Noxious enchantment because it is ranged. You have a 20% chance of giving your opponent poison or nausea, and the effects only last for 4 seconds.
Penetration | Max Lv. IV * | Rare
The Penetration enchantment makes your arrows penetrate 15% of the armor your opponent has. If the other player does not have armor, nothing will happen. Every level, 5% will be added to the armor penetration.
Phase | Max Lv. I | Very Rare
The Phase enchantment allows you to have a 25% chance to go through your opponent. If the arrow does go through the opponent, it does 1/2 heart less. The arrow cannot go through 2 people, but it can still damage 2 people at once. When the arrow hits the second person, it deals 1 heart less. The arrow also has a 5% chance to go through 1 block wide walls, and does less damage if it hits someone behind the wall. This enchantment will be as rare as Silk Touch. This enchantment does not add more damage.
Hawk Shot | Max Lv. I | Rare
Do you have bad aim with a bow? Well with the Hawk Shot enchantment, you won't have to worry about it as much! What this enchantment does is make your shot a bit more accurate. How? Well first you aim, but of course you aim badly, so say you hit to the side of who you're aiming. The arrow will slightly drift to the left, but not completely to the left to make Hawk Shot a bit more fair. Do not think this is OP because again the arrow only drifts to your target, nothing more. If you shoot a bit more than three blocks to your target's left, the arrow will not hit the target.
Necromancer | Max Lv. III | Common
You do 1.5 hearts more damage to skeletons and wither skeletons. This is pretty similar to Smite, but it's only for skeletons, and it does more damage to them. Every level, half a heart will be added to the extra damage.
Scope | Max Lv. III | Uncommon
When you drawback the bow, you zoom in a bit more. That might sound a bit confusing, but basically when you aim with the bow, everything will look closer. This can be useful for aiming things farther away. Every level, it zooms in a bit more.
Brisk | Max Lv. III | Uncommon
The speed of your arrow is increased when your bow has the Brisk enchantment. The arrow will travel 10% faster than normal which gives your opponent less time to react. This enchantment does NOT increase the power or range of the bow. Every level, 5% more speed will be added to the arrow.
Specialist | Max Lv. I | Rare
With the Specialist enchantment, you can shoot more than just plain old arrows! You can now shoot splash potions, fire charges, etc. This can be useful for shooting splash potions at your enemy from far away! Fire charges don't take away the Flame enchantment because you would only have a limited amount of flaming projectiles. Shooting snowballs could be used for longer ranged snowball fights! As you can see, this enchantment would allow players to have a bigger variety of things to shoot.
New Tool Enchantment :
Alacrity | Max Lv. II | Uncommon
Have you ever felt that small pause when you are strip mining or when you are just breaking some blocks? That's because there actually is a small pause between breaking blocks! This enchantment completely removes that small pause which will result in faster mining. This enchantment is very similar to the Efficiency enchantment, but they can actually have different uses. The difference between the two are the Efficiency enchantment breaks blocks faster while the Alacrity enchantment removes that pause between a block breakage. That is the difference.
Microwave | Lv. I * | Rare
The Microwave enchantment makes it so that when you mine items such as wood, iron ore, and others, you get the furnaced form of it. An example is, you mine gold ore, and you get a gold ingot instead. It is IMPOSSIBLE to get the Silk Touch enchantment and the Microwave enchantment because this would create too many problems.
New Pickaxe Enchantment :
Prospect | Max Lv. III | Uncommon
What the Prospect enchantment does is, when mining stone there is a 1/500 chance of
getting a gold ore when under level 31, a 1/500 chance of getting an iron ore, and a 1/150 chance of getting bone or rotten flesh. Why do you say bone or rotten flesh? It makes sense. Bones for those skeletons that died for whatever reason, and same with rotten flesh just with zombies. The higher level the enchantment, the higher chances of getting iron and gold rises; bone and rotten flesh don't rise because it would clutter up one's inventory.
Reward | Max Lv. I | Uncommon
Every ore you mine, you get +5 XP from it. This does not work with gold ore and iron ore. To get the extra XP from gold and iron, you must smelt it, otherwise you will be able to get infinite XP.
New Shovel Enchantment :
Excavate | Max Lv. III | Uncommon
The Excavate enchantment is the same enchantment as Prospect, just for shovels, though. It
is the exact same thing except that the chances are higher with shovels.
New Axe Enchantment :
Timber | Max Lv. III * | Very Rare
What this enchantment does is, when you mine a tree, the 2 wood blocks above the wood
you mined will also drop. Every level, +1 wood blocks will drop. About griefing; It's going to
take the griefer a lot of time to get this enchantment, and many griefers aren't that dedicated,
so you won't have to worry about them that much. For lag, well, it's only 4 blocks at most; it
won't cause any major problems.
Deadly | Max Lv. II | Rare
Many people know that axes do more damage than a fist, but not as great as a sword. The
Deadly enchantment makes your axe deal a half-heart more. At level 2, you can deal 1 heart
more. Some people might hate on this enchantment because you could just craft another
sword, but if you had an axe as a weapon, it would be a multi-purpose tool; You could chop
down trees and use it as a reliable weapon. Why is this enchantment rare? It's because some people may not want to use an axe as a weapon, so they should have a better chance to get a normal tool enchantment.
Upshot | Max Lv. III | Uncommon
With the Upshot enchantment, if you break some leaves from a tree, there is a higher chance that an apple or sapling will drop. This can be useful for people who need food, and the same to those who need more saplings.
New Armor Enchantment :
Soul Steal | Max Lv. I | Very Rare
Every 3 hearts of damage you take while having the Soul Steal enchantment, the player/mob
who last attacked you will take 1/2 a hearts of damage. This is not an OP enchantment because 1/2 hearts is very, very little.
Toughness | Max Lv. III | Rare
When a player or mob hits you with any item with durability, more durability will be used. This can be a nifty enchantment if a player/mob has a low durability sword. It will break much faster which will give you a window of opportunity to kill them. At level three, they will deal 1/2 heart less damage, and their tool or whatever they are using will break even faster. This enchantment is not stackable.
Revenge | Max Lv. II | Uncommon
When you have a half heart of life left, the mob/player who last hit you will have a 50% chance of burning or poison for 5 seconds. At level 2, the effects will happen when you have 1.5 hearts left. Would this be too OP? Would this be too similar to the Soul Steal enchantment? Please comment below!
Burnout | Max Lv. III | Rare
The Burnout enchantment increases the time between damage while burning by 2 seconds. This is very similar to the Respiration enchantment. Every level, 1 second is added to the damage delay. This can be very useful in the Nether, and this is not like the Fire Resistance potion because you can still catch on fire.
Focus | Max Lv. III | Uncommon
When you get hit, you don't flinch as much. Why is this useful? The Focus enchantent can be
useful if you try to spam click someone. Every level, you don't flinch as much. Pretty simple
enchantment.
Final Strike | Max Lv. II | Rare
After you run out of health, you have one second to hit your opponent one last time! At level two, you have two seconds of life after death. This is not really overpowered because one second isn't much time to react and even if you do hit your opponent, they might not even die.
Prosaic | Max Lv. IV | Common
The Prosaic enchantment makes negative potion effects have less potency on you. Another way to think of this enchantment is anti-potion I guess. At level one, the negative potion effect does only 10% less damage/duration on you. Every level, 5% is added to the resistance. This can be useful on witches, withers, and spider jockeys. Not to mention on multiplayer servers when other players are using potions against you.
Cyanide | Max Lv. IV | Uncommon
Poison does less damage to you with the Cyanide enchantment. This could be good for fighting cave spiders, players with poison splash potions, etc. The only downside about this is that it does damage to your armor. At level one, the poison does 15% less damage. Every level, 10% more will be added to the resistance.
Knock Resistance | Max Lv. IV | Common
With the Knock Resistance enchantment, you will not be knocked back as far as you would normally be knocked back. What can this be useful for? Say you're near a cliff and a skeleton hits you with its arrow. Knock Resistance would be very useful in a situation like this. Some may think this would be a pointless enchantment, but it actually can be an enchantment that saves your life in certain situations. The higher the level, the less you will be knocked back.
New Helmet Enchantment :
Breath | Max Lv. III | Rare
The Breath enchantment makes it so that when you are suffocating in a block, the damage rate is slower. The higher the level, the slower you take damage. This is a somewhat similar to the Respiration enchantment just for blocks.
Clarity | Max Lv. I
The Clarity enchantment allows you to see through water easily. Currently, when you look into the water, a blue haze is seen, but with Clarity, you can see clearly under and over water with a lighter opacity which results into clearer water. Also, a night vision potion only makes the darkness go away, not the haze. A night vision potion results in brighter, but not clearer water. The Clarity enchantment could be useful for underwater combat or for constructing an underwater building.
Detection | Max Lv. I
With the Detection enchantment, hostile mobs, neutral mobs, and other players glow. They do not actually emit light, but they simply glow. This can be used to be aware of hostile mobs when exploring a cave. This may create more light problems, but I am pretty sure Mojang can fix it.
Awareness | Max Lv. I
With the Awareness enchantment, You can hear mob and player footsteps from a far. Another
feature of this enchantment is creeper footsteps are louder, and when a player is sneaking, you can hear their footsteps also. This is to prevent creeper sneak attacks and player sneak attacks. Also, when mining, you can hear water and lava a bit better.
New Boots Enchantment :
Trudge | Max Lv. III | Very Rare
When walking in the water with the Trudge enchantment, it's almost like walking on land. You
walk 1.25x faster than you would be walking when in water. Basically, this means that water
does not affect your speed as much. At level three, you walk as fast as you would on land. This enchantment can be convenient if you're being chased in the water.
Agility | Max Lv. I | Rare
The Agility enchantment allows you to climb ladders/vines 1.5x faster and run up stairs. Also,
soul sand doesn't slow you anymore, and when running on ice, you instantly run faster; No more of that wierd slow then fast movement. Currently, when you are climbing stairs, you cannot run, so this can be useful for that.
Stealth | Max Lv. I | Common
When you walk behind a mob, no noise will be made, and the mob will not attack you until you attack them or walk in front of them. This can be useful for trying to sneak across a desert without mobs attacking you. Also, in multiplayer, you can sneak up on someone and not make a sound!
Leap | Max Lv. I | Uncommon
With the Leap enchantment, you will be able to jump a tad bit farther. This will allow players to jump over ravines and make daring moves. This enchantment could possibly be useful for map makers when creating parkour maps.
I spent a lot of time doing this. It would be great if you :
DON'T FORGET TO FOLLOW! (You will be kept up to date when I add new enchantments)
DON'T FORGET TO COMMENT! (It will help me know of what you think of these enchantments. This also is the most important to me!)
DON'T FORGET TO PRESS UP REPUTATION! (It helps me a lot and it supports this thread and it takes a second)
DON'T FORGET TO CAST A VOTE! (Also lets me know of what you guys think!)
DON'T FORGET TO SHOW YOUR SUPPORT! (It really helps a lot, and makes me remember that you guys are still supporting this!)
DON'T FORGET TO COME BACK LATER! (I am still adding more features and enchantments to this thread)
Also, RAINBOWS FTW!!!!
Supporters : (If you leave good feedback and/or press up reputation your name will be added to one or both of the lists! If you don't want your name added just say it in the comments and we won't!)
Good Feedback List
Slyf107
Mrdiamonds
Mad Cowboy
Tryda
Block5208
Kholdstare
Hen632
zZnick5000Zz
sacul35
Woodruff
TheMostCoolestGuyEvah
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Up Reputation List
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Grand Poll :
All of the recorded votes will be here!
(Last Updated - 10/5/12)
Positive Votes : 104 Votes
Negative Votes : 5 Votes
Positive/Negative Ratio : 20.80
Links :
Enchantments with stars next to them mean they are not my original idea. The links will
be in the bottom spoiler. Also, I am promoting a few threads. One is a thread similar to
mine about potions and other enchantments. Check it out!
http://www.minecraft...ll-the-support/ Jim_Puff's Thread
Here are the links to the original enchantments that I found!
Repulse - http://www.minecraft...d-enchantments/
Penetration - http://www.minecraft...8#entry14625028
Microwave - http://www.minecraft.../#entry17700033
Timber - http://www.minecraft...e-enchantments/
Proximity - http://www.minecraft...nt-suggestions/
History :
EDIT:
Aug 24 : Started thread
Added Gravity and Marksman enchantment
Added "More Enchantments" achievement banner
Added and Modified Poll
Renamed Worth enchantment into Prospect enchantment
Improved Prospect enchantment
Aug 25 : Nerfed Endurance enchantment a bit
Nerfed Spark enchantment a bit
Added New Banner
Added Timber, Exhaust, Clarity, and Frost enchantment
Improved Rapid Fire, Prospect, Frost, Spark, and Soul Stealer enchantment
Renamed Endurance enchantment into Soul Stealer
Modified Poll
Aug 26 : Improved Spark, Gravity, and Prospect
Nerfed many enchantments
Added Alacrity, Trudge, Volley, Extreme Conditioning, Bust, Awareness,...
...Noxious, Toughness, Reward, and Breath enchantment
Added intro questions
Added Supporters spoiler
Aug 27 : Added Bullseye and Legend enchantment
Nerfed Bust, Exhaust, and Reward enchantment
Removed Clarity and Awareness enchantment
Renamed Extreme Conditioning into Obstacle
Aug 28 : Nerfed Rapid Fire enchantment
Added Gunk Shot enchantment
Aug 30 : Improved Gunk Shot, Noxious, and Exhaust enchantment
Renamed Obstacle into Agility
Aug 31 : Improved Gunk Shot and Noxious enchantment
Added Microwave and Penetration enchantment
Sept 1 : Added Deadly, Revenge, and Repulse enchantment
Added Links spoiler
Improved Exhaust and Bust enchantment
Sept 3 : Added Burnout and Insight enchantment
Sept 4 : Moved Deadly enchantment
Improved Gravity enchantment
Sept 6 : Nerfed Gravity and Noxious enchantment
Sept 8 : Added Cleric enchantment
Sept 9 : Added Phase, Clutch, Hawk Shot, and Hell enchantment
Nerfed Phase enchantment
Improved Agility enchantment
Moved Deadly enchantment
Sept 10 : Added Vulnerability and Focus enchantment
Renamed Vulnerability to Faith
Sept 11 : Added Necromancer enchantment
Sept 12 : Improved Repulse enchantment
Added Stagger enchantment
Sept 15 : Added enchantment rarity
Sept 21 : Added Excavate enchantment
Sept 23 : Added Everlasting and Scope enchantment
Sept 25 : Nerfed Reward, Everlasting and Insight enchantment
Split Soul Steal enchantment into two different enchantments
(Added Final Strike enchantment)
Sept 27 : Added Proximity enchantment
Oct 5 : Added Brisk, Assassination, and Chronic enchantment
Nerfed Everlasting
Oct 7 : Added Stealth enchantment
Brought back Clarity enchantment
Oct 11 : Added Prosaic enchantment
Oct 12 : Added Buzzkill and Specialist enchantment
Oct 13 : Added Cyanide enchantment
Oct 20 : Renamed Everlasting to Fortify
Renamed Legend to Everlasting
Added Detection enchantment
Oct 21 : Improved Faith enchantment
Oct 22 : Added Knock Resistance enchantment
Renamed Bust to Incise
Nov 4 : Added Obliteration enchantment
Nov 8 : Added Upshot enchantment
Mar 29 : Added Leap enchantment
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4
Woodruff posted a message on Arrow Hub *pictures*The Arrow Hub >Posted in: Suggestions
the suggestion that takes all those arrow ideas and mashes them into one
To fire the Arrows, you need a Quiver
Doesn't have to be in chest plate slot. Put an arrow in the quiver and you can only shoot that one arrow type. If you don't have a quiver, all the types of arrow in your inventory will shoot out type by type.
No. 1 The Flare Arrow
Crafting
Yields 1 Flare Arrow
UsesIt illuminates the hit spot with a light level of 10 for 5 seconds
*NEW COLORED FLARE*
Alternative Crafting
Arrow is Flare ArrowLazuli is itself/any dye
No. 2 the Blast Arrow
Crafting
Yields 1 Blast arrow
UsesGoes boom like a creeper but 2x less block damage then a TnT
*NEW*
Sticky Blast Arrow
Uses
Sticks to the ground until targets come into a radius!
No. 3 Harvester Arrow
Crafting
Yields 2 Harvester arrows
UsesFertilizes the wheat instantly in a small splash potion like circle and is used in other arrow crafting recipes.
No. 4 Speedy Arrow
Crafting
Yields 2 Speed arrows
UsesExtra heart of Damage, Much faster reloadingNo. 5 Poison ArrowCrafting
Yields 1 Poison arrows
UsesPoisons opponents, And poison can kill!
No. 5 Cactus Trap Arrow
Crafting
(Arrow is Harvester arrow)
Yields 1 Cactus Trap Arrow
Uses
Traps Target in a 3x3 area (Cactus 3 block tall in each corner) Turns only grass, dirt, mycelium, farmland into sand (for the cacti)No. 6 Blinding ArrowCrafting
Yields 1 Blinding Arrow
Uses
Makes mobs go straight foward. Most useful in Pvp. If used on you a large egg yolk picture will slowly use down your screen and you cant zoom out.
No. 7 Climber Arrow
Crafting
(Arrow is Harvester Arrow)
Yields 1 Climber Arrow
Uses
Once shot at a wall, three vines will appear under the shot arrow. Helps climbing fortifications in faction servers!
Thanks to Withnothing
No. 8 Splinter Arrow
Crafting
Yields 1 Splinter arrow
UsesShoots sloppily 3 arrows in a narrowly next to each other in a single direction.
No. 9 Redstone Arrow
Crafting
Yields 1 Redstone Arrow
UsesCreates a tiny flare which is half the brightness a flare arrow. Creates a shock wave of current through a circuit like a button.
No.10 Dud Arrow
Crafting
Yields a single Dud Arrow
Uses
Does only 2 damage, but when shot with a fire aspect bow, it infernos things up.
No. 11 Ender Arrow
Crafting
Yields 1 Ender Arrow.
Uses
If no one is hit, you teleport to the location. If you hit someone, the hit target teleports to you! Muahahaha!
Thanks to DragonsCrew
No. 12 Lightning Arrow
Crafting
(Arrow is Redstone Arrow)
Yields a single Lightning Arrow
Call upon Zeus to defeat your enemy! Where ever hit, a Lightning bolt is created!
Thanks to Withnothing
No. 13 Note Arrow
Crafting
(Book is Written Book)
Yields 1
Uses
Give a note to your enemies. Eg. "STOP CAMPING NOOBS" Or "Sorry I killed you"
Thanks to Withnothing
No. 14 Grappling Hook
Crafting
(Arrow is Splinter Arrow)
Yields 1 grappling arrow
Uses
Climb like a boss. 'Nuff said.
No. 15 Crowd Parter Arrow
Crafting
(CENTER ARROW IS BLAST ARROW)
Yields A single Crowd Parter Arrow
Uses
Angry mob? Shoot this arrow and bam! If the explosion doesn't kill them, the arrows sure will!
Thanks to
blahblahblaaahNo. 16 Potion on a Stick ArrowCraftingSplash potion is any splash potion
Yields A single potion on a stick arrow
Uses
Longer range for potions but only different types of potion on a stick are stackable though!
Thanks to
kude42
No.17 Cupid ArrowCraftingYields 2 Cupid Arrows
Uses
Make lovers... From Afar! Even lets villagers do the dance!
No. 18 The Pumkin-on-head Arrow
Crafting
Arrow is Harvester Arrow
Yields one Pumpkin Arrow
Uses
Places a pumpkin on your AND it removes their helmet (And dignity)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: You get a regular Arrows back if you shoot a Splinter Arrow, Redstone Arrow, Flare Arrow, Speed Arrow and Poison Arrows. Blinding Arrows and boom are only once used. Dud Arrows drop Clay Balls. Harvester Arrows are dropped from themselves, climber arrows and Cactus Trap ArrowsMore coming soon, and taking ideas -
5
Blank posted a message on Villager Cartographer: Buy a Copy of a map from a Villager!Posted in: Suggestions
The Problem:
Maps are awesome, really awesome, however As of Mincraft 1.3.1 each map you make besides Map_0 is Unique, and cannot be copied without mods or Admins. This makes it difficult to give people maps to help them navigate the amazing world of Minecraft.
The Solution:
Librarians hold the key to this problem. I propose a new power be giving to the Testificate Librarian; Cartography!
You simply walk up to a White Robed Testificate and right click. One of the many options you have to trade is Cartography, where you give Him/Her (It?) a map and an amount of Emeralds, I'd say 2-4. Then he will make you a Copy of that map for the price.
Say you hand the White Robed Testificate Map_21, A picturesque display of your magnificent city in all its glory. You pay the outrageous price of 4 Emeralds per map Copy. You throw 40 Emeralds into the slot and start clicking. Now you have 11 copies of Map_21 (10 for your money + your original map). Now you can dispense your maps to your people, and they will never get lost again... until they fall in lava...
Questions? Comments? Suggestions? Just Scroll below for all this and MORE!!! -
1
Alkein posted a message on Better NPCs - Bringing more life to the land-squidwards!Posted in: Suggestions
Thank you, also thanks for letting me put your Quests idea in here. -
1
iBurger posted a message on Quests in Minecraft (Described and Shown with Concept Images)This is the greatest idea I have seen in the Minecraft Forums in a while. I hope Notch or Jeb reads this. Someone please pin this. P.S Great image examples!Posted in: Suggestions -
11
al3xgilb3rt posted a message on New Minecraft Biome: Mesa/CanyonlandsSo I had this idea for a new biome in Minecraft, I call it Mesa. It would resemble such places as Utah, barren, wide open plains with large mesa rock formations made out of a new block type; Red Rock. Red Rock would be a new stone type block only found in the Mesa biomes.Posted in: Suggestions
With this new biome would come new Minecraft wildlife. The biome could be home to hawks/eagles/falcons (new feather type?), coyotes (darker colored alternative to wolves?), roadrunners, bobcats, mountain lions, etc etc.
There would also be villagers that inhabit this biome, they could live in villages constructed within the mesas.
(example below)
One more thing before I go! It might be cool if you can befriend one of the birds I listed above (hawk, eagle, or falcon) and that bird would fly around you giving you a mini map. Just an idea!
Anyways, thanks for looking at my idea guys, if you have any comments about it or suggestions I would love to hear them. Thanks again.
Below are some real life references.
Mesa Villages
Coyote companion mob
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2
AlexanderValkyrie posted a message on Quests in Minecraft (Described and Shown with Concept Images)Posted in: SuggestionsQuote from nate890
Thanks you for the complement (and support!) . Edited/updated example trade log, looks more neat and organised now.
Your welcome. I'll visit your thread often and coninue to support it. I would really love to see quests implemented into Minecraft. - To post a comment, please login.
2
A few things, "tame 5 dogs" is basically the same as "catch 3 wolves" except dogs don't exist in Minecraft. Secondly, not all quests need to be "tame x amount of dogs," in fact, there doesn't even need to be a quest like that. Thirdly, your previous post was all about the example I gave so don't try to say it wasn't by using a similar example that you made up (that's basically the exact same thing.)
Also, I don't understand why people should care if the quests they see are similar to (or the same as) quests that they've seen in the past, as long as they are being rewarded. Not to mention how narrow minded you must be to think that all quests would be the exact same thing or even similar.
People also don't understand that just because Role Playing Games (RPGs) feature quests it doesn't mean that Minecraft would automatically be an RPG just because it had quests. RPGs also have some sort of a storyline, Minecraft, does not.
Looking back on this thread, someone already made a post that supported my final statement:
86
The quest log will feature 3 different randomly picked quests and you have the ability to do them if you're the level, or above the level required (just like the Enchantment Table!). You will not lose you level and experience, like the Enchantment table. Instead, when you complete the quest, you gain EXP (the EXP gain will be the same for every quest, no matter the level or objective).
The items in return will vary depending on what the level requirement for the quest you're doing is.
The quest log should be designed to be easy to use and understand, with a basic idea like such:
A picture of a quest log, given to you by a villager that gives quests.
A picture of the quest log, given to you by a villager when you have a completed quest.
It is determined what villager opens the quest log by the colour of clothing the villager wears. The colour will be unique (by this, I mean that only villagers with this clothing give quests).
If you are all in for the idea and feel like supporting, go ahead, set this as your signature:
Thanks!
1
1
From what I've read, that seems to just be an error. If it's back to pending then it's most likely still pending
7
Here's what I mean... (it's dark, but you can see 4 random, stuck villagers)
In 1.4, I hope villagers are more sophisticated so the population doesn't drain from villagers getting lost in cave systems and not being able to find a way out.
Looks like this little guy is stuck forever...
there are more villagers in that cave, as well.
2
1
1
I think it'll add more "level" to the game... Will definitely make people want to play more consecutively.
1
Quests would be different from achievements, as you actually get something in return, hence why you would do the quest. Also note, if we can interact and trade with villagers, then I'm sure villagers can give quests and such for rewards.
On another note, Minecraft is a big chore. The point of Minecraft is to get resources and survive... And I don't see the Minecraft team stopping you from needing to work (which is where I think you're getting at with the user chore thing).
2
Thanks you for the complement (and support!) :). Edited/updated example trade log, looks more neat and organised now.