User:Shellface/Ideas

I have lots of ideas! Unfortunately, I also am really bad at remembering these ideas, so I shall make this page to note them, since I am a cheapskate and hence will not buy a notepad! Yes!

Game Mode Related

 * The Experience Bar and Experience Level Counter should be shown in Creative, as they work perfectly fine and are just as important in CSP/CMP.

Player

 * There needs to be an eating/drinking animation- eating in third person or another player in multiplayer causes particles to fly everywhere, but that's it.
 * Players look awkward climbing ladders without any animation. Realistically, their arms and legs should move.
 * Swimming also looks strange using the walking animation. Arms should probably be used to paddle.

Swords

 * "Unbreaking" (id #34) should be a Sword enchantment as well as a Tool enchantment. Reasoning clear? Reasoning clear.
 * Mobs should be checked if fire is lit by "Fire Aspect" (id #20), and should drop experience if killed by said fire.

Bows
Bows should be enchantable. With just over 150% of the durability of Iron Tools and ~25% of the durability of Diamond ones, logic dictates that they should have an "enchantability" of 13(Iron tools having 14, and Diamond tools having 10).

As for the enchantments themselves, a few ideas:
 * Unbreaking, yet again.
 * "Quick Drawing"(yes, that's a Kirby's Adventure joke), which allows players to draw back Bows faster. Goes up to I.
 * "Piercing", which allows shot arrows to do more damage per level. Also negates mob armor. Goes up to level IV.
 * "Double Shot", where firing a fully charged shot has a chance of firing another fully charged shot a moment later (to negate invincibility time), but does not actually use an arrow. Goes up to I.
 * "Full Drawback", where shot arrows are less effected by gravity. Goes up to III.

Food

 * Cookies should actually give a bit better health, but still little saturation - since it's made up of chocolate and wheat, the chocolate accounts for a fair bit of short-term energy, as does the wheat to a lesser extent. so…  for cookies?
 * Cake should give saturation of 6, akin to Bread, instead of none at all.
 * Sugar should be edible. It does not give any saturation, but gives (since sugars give good short-term energy)
 * Fermented Spider Eye should also be edible. It requires a few ingredients to make, and the usage of sugar in its creation means that it shouldn't give players much saturation, so maybe and 0.5 saturation? However, it causes poison  for (0:15), and hopefully weakness  for (0:30).
 * Instead of directly crafting a Mushroom of both types and a bowl together into Mushroom Stew and using a Brown Mushroom to make Fermented Spider Eye, Mushrooms should be crafted into edible "Mushroom Paste", of the same two colours, before using them for crafting.

Brown Mushroom Paste should be edible for, while Red Mushroom Paste should do the same but also inflict the status effect of poison for (0:02), or at least long enough to do one (1) damage.
 * Speaking of Mushroom stew, eating it should probably not throw bits of bowl and stew everywhere, so they should instead use the drinking animation, but makes the eating sound.

Potions
First off, there should be a "rejuvenatory ingredient"-something which does exactly the opposite of what Fermented Spider Eye does. Brewing a negative Potion with this ingredient would make it a positive Potion, eg. A Potion of Slowness with this ingredient would make it into a Potion of Swiftness.

Naturally, it should be something difficult to get at the very least, so perhaps something found in The End… Uh, perhaps crafting End Stone with something? Or… crafting End Stone into… "End Dust", and crafting that with… ooh! Something from each dimension! how about End Dust, Netherrack Shards/Dust, and (Cobble)Stone Fragments/Dust? Combine them into an "Inter-Dimensional Fragment"! Yes! Bahahaha!

Changed Potions
Fermented Spider Eye with a Potion of Regeneration should make a Potion of Poison instead of a Potion of Weakness, yes…

Meanwhile, Sugar and an Awkward Potion should make a Potion of Haste, instead of a Potion of Swiftness. 'Cause, y'know, hyperactivity and all that. And, of course, adding a Fermented Spider Eye into the mix should make a Potion of Mining Fatigue. As for Potions of Swiftness… I'm not sure yet. I'll think about it. I've got it! Brewing a Blaze Rod makes a potion of Swiftness. Because Blaze are surprisingly agile, and that's as close as I can get it god dammit. And, of course, the inverter;

New Potions with Existent effects
Eyes of Ender should make those Potions of Night Vision… yes, quite. Likewise, using Fermented Spider Eye on this potion would create a Potion of Blindness! Yes, this makes perfect sense!

Brewing Rotten Flesh with an Awkward Potion should make a Potion of Hunger. The effect should last longer-perhaps 1:00 as opposed to Rotten Flesh's 0:30.

New Potions with New effects
An Ender Pearl brewed with an Awkward Potion should make a Potion of Water Intolerance, which makes water deal  as fast as how Endermen took damage from water in 1.8. This is obviously the Inverse to the Potion of Water Breathing, and as of such brewing Inter-dimensional Fragment with this would make it into said Potion.

Brewing a Cactus or Flint with an Awkward Potion should make a Potion of Prickliness, or something along those lines. Makes mobs/players effected by it harmful to touch by other mobs/entities if they are not already, and has no effect if they are(mobs). The inverse is the Potion of Unharming, where contact-damage mobs/players become unable to do any damage.

Stairs
Crafting Stairs should make 6 stairs, instead of 4. You can craft a stair block back into one of its original block.

Slabs
Like Stairs, Slabs should be craftable into one of their original block.

Creepers

 * A Creeper killed by a Skeleton should have a chance to drop one of the new records, instead of 13 and cat(I assume this is likely to happen eventually anyway).

Enderdragon
(Note: I understand that the Enderdragon fight is extremely incomplete and is heavily susceptible to change in the near future. These are some ideas, regardless)
 * The Enderdragon should have loot drops! Due to it being the Final Boss, it should be made worthwhile; So, some ideas:
 * (~40)
 * (Diamond Armor)
 * (Chain Armor)
 * (~10)
 * Due to this, the portal back to the Overworld should generate in a set position towards the middle of the island. Hell, the portal frame should generate inactive when the island generates, and activate when the Enderdragon dies. There should be no middle bedrock pillar in the portal, and no torches(since the portal blocks generate light anyway). The Dragon Egg is created where the Dragon dies, and since it falls, it lands on the Island anyway.
 * Concerning the above, the Enderdragon should probably fly within… (however big the island is here) of the center of the island before dying, to make sure that loot doesn't fall into the void.

Endermen

 * Endermen should always drop one (1) Ender Pearl if killed by the player, and zero to one (0-1) if killed by environment.