User talk:Trigger hurt64643/Ideas-page

Blocks
Redstone block: Crafted from 9 redstone dust. Conducts redstone, and glows with light level 11 when powered.

Titanium ore: Rarer than iron, but more common than diamond. Has to be smelted, like iron and gold. Can be used for tools and armor in between iron and diamond, and solid titanium blocks resistant to creepers and TNT (but not beds in the Nether).

Bouncy block: Made from 4 slimeballs. If you fall on it, you bounce and take no fall damage when you land.

Items
Taken from my posts on mcpantsonfire: Guns! I replied to him with some better ideas for crafting, he and i agreed on removing the diamond variants, they were not necessary. Here are my ideas:

Pistol

Note: By adding a colored piece of wool to the recipe in any unused spot you can give this weapon a team flag.

Rifle

Note: By adding a colored piece of wool to the recipe in any unused spot you can give this weapon a team flag.

Sniper Rifle

Note: By adding a colored piece of wool to the recipe in any unused spot you can give this weapon a team flag.

Bullets

Rocket Propelled Grenade Launcher (RPGl)

Note: By adding a colored piece of wool to the recipe in any unused spot you can give this weapon a team flag.

Rocket Propelled Grenade (RPG)

Sniper Rifle Magazine

Rifle Magazine

Pistol Magazine

Grenade

Note: By adding a colored piece of wool to the recipe you can give this weapon a team flag.

Flamethrower

Note: By adding a colored piece of wool to the recipe in any unused spot you can give this weapon a team flag.

Gasoline Tank

''Note: Gasoline occurs naturally underground and is very common in plains biomes. In all other biomes the chance of generating a random sized pool is 50%''

Another idea i thought of (already implemented into mods): MultiTool Notes: Because of its large crafting requirements, the multitool combines the durability of all tools, with a 5% decrease, since you just combined a bunch of tools. If you craft enchanted tools together, it will combine the enchantments without any possible loss, except if there are two of the same enchantments, such as 2 unbreaking 2 enchantments in the recipe combine to make unbreaking 4. You cannot repair multitools by combining them together. Multitools take no double damage at all because each tool it is crafted with has a specific purpose A multitool can block like a sword, and because of its massive size, when blocking it reduces damage taken by 7/8 instead of 1/2, therefore if you keep blocking you will not be able to be killed by zombies or players without weapons. This tool in its diamond state deals, and in its wooden state deals .

3:00 Potion of Reach: Reach is 5 blocks instead of 4. (Can be made to be 8:00.)

1:30 Potion of Reach: Reach is 6 blocks instead of 4.

Mobs
A giant spider boss that spawns in the center mineshaft room.

Cave spiders have a 1 in 4 chance of dropping cobwebs.

Endermen and ghasts drop 10 experience, not 5.

Skeletons should drop bows more often Already implemented

Skeletons should have the unused Quiver on their backs to hold their arrows and be limited on arrows. If they run out they charge you instead, dropping their bow and pulling a dagger on you. All skeletons would have a dagger of some tier, a simplified code would probably be: Will have Diamond dagger Return 0.01% else return 0.25% Gold dagger else return 0.5% Iron dagger else return 0.75% Stone dagger else return 1.0% Wooden Dagger

Probably not realistic, but it must be at least close. The dagger would be on their left side in a holster on a belt with a few different skins, depicting different ways that individual died: Scorched: Died from a fire Charred: Died from lava* Worn: Died of age Soft/Blurred: Drowned Cuts/Scrapes: Another person killed them Holes: Died from cactus * Only found on wither skeletons If a skeleton were to keep surviving, say a few randomly "special" skeletons will not despawn not mattering the conditions. They need to either die or fall into the void. They would be able to, with certain restrictions, use the land for it's resources. However they still don't respawn.

Players should have more chances at life on hardcore, depending on their death. If they died from another zombie, fall damage, starvation, or another player, they will have a few options: Be a zombie and the world skips ahead time half a day, or be a Skeleton and the world skips one and a half days. If you chose zombie, you will respawn as a zombie with a reduced inventory, 9 of your maximum 36 will have been lost. When you die you drop all your items anyways, so you just have to go recollect what items you have. You will be as slow as a zombie, and cannot purposefully hurt other undead mobs. Both of your arms will appear on your HUD screen, except out just like a zombie's; Tools are held this way too. You burn in the sun just like regular undead mobs. Regardless of what skin you had, it will, for that world only, be a zombie. One issue with being a zombie is that your hunger requires more meat to stay alive, but it goes down more slowly since you do not need food all the time as a zombie. However, you only can obtain food from living organisms, by biting them (of course). Now if you chose to be a skeleton, your inventory is reduced even father, by 18, cutting it (if you count the hotbar) in half. Your model will be a skeleton, and your skin. Like the zombie your arms will be out, but you do not automatically get a bow if you didn't have one. Otherwise same rules apply. If you have a bow, your attacks are delayed as well, and have a charge time, along with only being fired a certain distance. If you died in the nether from similar causes or zombie pigmen, you will have 2 different options: You can be a Zombie Pigman and half a day in the nether will pass, or be a wither skeleton and 2 days in the nether will pass. Being a zombie pigman or a wither skeleton does not automatically give you a sword. The same inventory restrictions apply; Pig zombies lose 9 slots, wither skeletons lose 18 slots. However certain advantages come to being either of these: Both: You do not burn in the sun, and lava and fire do not damage you, nor can you be lit on fire. Zombie Pigman: You can walk faster than normal walking speed, and if you are damaged the whole nearby group of zombie pigmen will go after your attacker. Wither Skeleton: You are a bit taller than players, and you will be able to sprint if a player is within 16 blocks, but it is completely optional. Either way you died, at the point of death you will slowly start to see 'players' join your single player world. Now of course, these are bots, and they have an infinitely adjustable cap of 20, this would be changed at the point of death as well. These bots have random skins chosen from the skin server, but if you are offline, unless you put skins into a specific folder, everyone joining will use a random skin from your minecraft.jar, meaning they can have higher definition skins. None of these bots will 'join' unless you have died at least once. Keep in mind that as a zombie, you can break open doors, but you cannot simply open them. Also, other players will steal your stuff if they find it, certain players will see farther than others. Also their field of view is like that of a players, so they cannot see behind them. They also will have randomly chosen render distances, although only visible to them. Other players will see chunks 'client side' so it does not cause lag to you.

Entities
Throwing slimeballs, they act as snowballs and deal 1 heart of damage. Slimes are immune.

Throwing bricks, the farther the brick travels the more damage it deals. If it travels too far it will break when it hits something harder than dirt.

Minecart with Dispenser It happens to be something upcoming, and it seems that not much is known about them. Well I have several ideas on the matter:
 * Perhaps when placed, you can select which direction it faces
 * Possibly it may lay tracks by itself
 * This would be a strange task to accomplish, seeing as it would need to power itself under ordinary circumstances.
 * However, maybe it could be controlled from a separate station or other wireless thing to control the direction of the rail it is going to place; selecting one thing will cause it to roll along and place tracks as necessary to continue rolling.
 * Assuming it would lay tracks, perhaps if it contains powered rails it would search for redstone torches not directly in front of it, but one block to the left or right, and place the powered rail right beside the torch while still in it's path.
 * If it were to do this, then it would need to place regular rails to continue moving before placing the powered rail.

This whole section is full of ifs, and nothing said here is true, but could have potential. #trigger_hurt (I 14:19, 28 January 2013 (UTC)

Other
Compatibility with iPad

Large biomes is on a slider, with the biome size from .1 to 1000. Currently, default is 1 and large biomes is 4.

New enchantments:


 * Enchantment on bows where you don't slow down when charging
 * Unbreaking on swords, bows, and armor
 * Implemented
 * Enchantment on tools that make them mine as fast as diamond, and pickaxes can mine anything that can be mined with a diamond pickaxe.
 * Implemented
 * Availability to add negative enchantment values to items that downgrades their effects
 * Fire Resistance -2 would result in being more vulnerable and damaged by fire
 * Protection -5 would result in armor still appearing to be just as protective, but much less so
 * Enchantment that forces the effect to be invisible
 * Potion-type enchantments that are only applied while in use of the specific item
 * Jump boost exclusively for boots
 * Night vision exclusively for helmets
 * Invisibility for all items
 * Affects animations! Armor and enchantment effects will be rendered as not there; invisible items held in hand appear not to be there at all
 * Enchantment for bows that allows different ammunition to be used instead of just arrows
 * Blocks may be enchanted to a degree, corresponding with the enchantment type
 * Furnaces may be enchanted with special enchantments:
 * Efficiency affects smelting speed
 * Infinity makes one coal power that furnace infinitely
 * Storage affects maximum input, output, and fuel capacity by 1 slot per level (You can build up this enchantment up to 10 by using an anvil)
 * Chests may be enchanted with special enchantments:
 * Storage affects maximum capacity by 3 slots per level (You can build up this enchantment up to 10 by using an anvil)
 * Dispensers and Droppers may be enchanted with special enchantments:
 * Infinity makes one item in one slot last infinitely
 * Storage affects maximum capacity by 1 slot per level (You can build up this enchantment up to 10 by using an anvil)
 * Accuracy affects the alignment of the shot by 1 pixel per level (You can build up this enchantment up to as far as possible, and it affects bows as well)
 * Load affects how many arrows are fired per shot by 1 more arrow/other projectile per level (Can only be made possibly up to level 7, and it affects bows as well)
 * Crafting Tables may be enchanted with special enchantments:
 * Storage affects maximum capacity of the output by 1 per level (You can build up this enchantment up to 10 by using an anvil)
 * Redstone repeaters may be enchanted with special enchantments:
 * Efficiency 1 (max) allows instant redstone
 * Slowness allows for longer charge holding
 * Hoppers may be enchanted with special enchantments:
 * Storage affects maximum capacity by 2 slots per level (You can build up this enchantment up to 10 by using an anvil)
 * Load affects how many of any item are put into one shot by one item per level (Can only be built up to level 7, and it affects bows as well)