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!
ALEX, I AM SORRY FOR BREAKING YOUR PAGE BUT IT IS JOE!!!!!! I ADDED THE IDEA FOR THE JUKEBOX IDEA UNDER SLABS, MAKE IT INTO A GOOD ONE WITH PICS PL0X
HI JOE CAPS LOCK IS BAD PLEASE NO CAPS LOCK PLEASE THANKS YOU
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.
- Mockup:
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.
Items
Sprites
- Holy gosh are the item door sprites horrible. I propose these as replacements:
File:Grid Custom Wooden Door.pngFile:Grid Custom Iron Door.png
(As opposed to:)
File:Grid Wooden Door.pngFile:Grid Iron Door.png
Enchantments
Swords
- "Unbreaking" (id #34) should be a Sword enchantment as well as a Tool enchantment. Reasoning clear? Reasoning clear.
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.
| Ingredients | Input » Output |
|---|---|
| Brown Mushroom | Template:Grid/Crafting Table |
| Red Mushroom | Template:Grid/Crafting Table |
| Ingredients | Input » Output |
|---|---|
| Red Mushroom Paste + Brown Mushroom Paste + Bowl |
Template:Grid/Crafting Table |
| Spider Eye + Brown Mushroom Paste + Sugar |
Template:Grid/Crafting Table |
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
Haste
Dullness
Leaping
Nausea
Resistance
Water Breathing
Invisibility
Blindness
Night Vision
Hunger
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…
| Ingredients | Input » Output |
|---|---|
| Fermented Spider Eye + Potion of Regeneration = Potion of Poison |
Template:Grid/Brewing Stand |
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.
| Ingredients | Input » Output |
|---|---|
| Sugar + Awkward Potion = Potion of Haste |
Template:Grid/Brewing Stand |
And, of course, adding a Fermented Spider Eye into the mix should make a Potion of Dullness.
| Ingredients | Input » Output |
|---|---|
| Fermented Spider Eye + Potion of Haste = Potion of Dullness |
Template:Grid/Brewing Stand |
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.
| Ingredients | Input » Output |
|---|---|
| Blaze Rod + Awkward Potion = Potion of Swiftness |
Template:Grid/Brewing Stand |
New Potions with Existent effects
Eyes of Ender () should make those Potions of Night Vision… yes, quite.
| Ingredients | Input » Output |
|---|---|
| Eye of Ender + Awkward Potion = Potion of Night Vision |
Template:Grid/Brewing Stand |
Likewise, using Fermented Spider Eye on this potion would create a Potion of Blindness! Yes, this makes perfect sense!
| Ingredients | Input » Output |
|---|---|
| Fermented Spider Eye + Potion of Night Vision = Potion of Blindness |
Template:Grid/Brewing Stand |
You know how Leather is more or less useless? How about this:
| Ingredients | Input » Output |
|---|---|
| Leather + Awkward Potion = Potion of Resistance |
Template:Grid/Brewing Stand |
Even the colours match! T'WAS FORETOLD BY THE COLOUR WHEEL!
Brewing a Frog's leg(more on that in the mobs section) with an Awkward Potion makes a Potion of Leaping.
| Ingredients | Input » Output |
|---|---|
| Frog's Leg + Awkward Potion = Potion of Leaping |
Template:Grid/Brewing Stand |
Also, brewing a Shade Scrap(again, more on that further down) with an Awkward Potion makes a Potion of Invisibility.
| Ingredients | Input » Output |
|---|---|
| Shade Scrap + Awkward Potion = Potion of Invisibility |
Template:Grid/Brewing Stand |
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.
| Ingredients | Input » Output |
|---|---|
| Rotten Flesh + Awkward Potion = Potion of Hunger |
Template:Grid/Brewing Stand |
New Potions with New effects
New Potions opposite of other Potions
Positive
(Y U NO PROPERLY SUPPORT SIX SUBFAMILIES?!?!)
(Positive)
The opposite of a Potion of Hunger is a Potion of Deliciousness(Okay, that's a bit weird. Fullness? Meh.) It can be brewed with a Cooked Porkchop or Steak(Not Mushroom Stew, since Bowl consummation is an issue)
| Ingredients | Input » Output |
|---|---|
| Cooked Porkchop, Steak + Awkward Potion = Potion of Deliciousness |
Template:Grid/Brewing Stand |
When drunk, this causes regeneration to the Hunger bar for its duration.
Negative
(Negative)
An Ender Pearl () brewed with an Awkward Potion should make a Potion of Water Intolerance, which makes water deal 1
as fast as how Endermen took damage from water in Beta 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.
| Ingredients | Input » Output |
|---|---|
| Ender Pearl + Awkward Potion = Potion of Water Intolerance |
Template:Grid/Brewing Stand |
| Ingredients | Input » Output |
|---|---|
| Fermented Spider Eye + Potion of Water Breathing = Potion of Water Intolerance |
Template:Grid/Brewing Stand |
A Fermented Spider Eye with a Potion of Resistance creates a Potion of Defencelessness. As you would expect, it makes whatever is effected by it take more damage from anything applicable.
| Ingredients | Input » Output |
|---|---|
| Fermented Spider Eye + Potion of Resistance = Potion of Defencelessness |
Template:Grid/Brewing Stand |
A Potion of Fire Resistance with a Fermented Spider Eye creates a Potion of Random Combustion.
| Ingredients | Input » Output |
|---|---|
| Fermented Spider Eye + Potion of Fire Resistance = Potion of Random Combustion |
Template:Grid/Brewing Stand |
This causes whatever is affected by it to randomly set alight for its duration. Poison which has a chance of killing you, effectively.
The Opposing potion to a Potion of Leaping is a Potion of Weakened Jumping.
| Ingredients | Input » Output |
|---|---|
| Fermented Spider Eye + Potion of Leaping = Potion of Weakened Jumping |
Template:Grid/Brewing Stand |
As you may expect, it halves the jump height of its effector(and halves it again if level II), meaning that a player and most mobs will be unable to scale one block.
Entirely new Potions
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).
| Ingredients | Input » Output |
|---|---|
| Cactus + Awkward Potion = Potion of Prickliness |
Template:Grid/Brewing Stand |
| Flint + Awkward Potion = Potion of Prickliness |
Template:Grid/Brewing Stand |
The inverse is the Potion of Unharming, where contact-damage mobs/players become unable to do any damage.
| Ingredients | Input » Output |
|---|---|
| Fermented Spider Eye + Potion of Prickliness = Potion of Unharming |
Template:Grid/Brewing Stand |
Blocks
General
As someone who is making a 16x16px Texture Pack, it is of extreme annoyance to me that several block textures are unchangeable, along with some item textures. I am willing to rip the graphics of the following, in the interest of changing textures on default resolution:
- Fire
- Nether Portal
- Water(Idle)
- Water(Flowing)
- Water(Diagonal Flowing)(?)
- Lava(Idle)
- Lava(Flowing)
- Lava(Diagonal Flowing)(?)
(When I'm done, I will definitely tweet to jeb about this. Because seriously, this is a huge flaw.)
Cauldron
Instead of using 7 Iron to make a Cauldron, how about using 5 (smooth)stone?
| Ingredients | Input » Output |
|---|---|
| Stone | Template:Grid/Crafting Table |
Why?, you may ask. Well… remember the cook food with a cauldron idea[1]? Yeah. A bit of a complex idea here, with no refrain of borrowing from the better than wolves mod:
There are three general areas in there; 4 for food items, 1 for a water bucket, and 1 for a fuel. Having all of those having at least one in each of those three are required to cook food. Foods are changed through cooking, Water is never consumed, and fuels are consumed quickly. Cooking takes a while-as long as Potion brewing? Long enough for one coal to be consumed, or 8 furnace uses?-but, like brewing, all of the food will be cooked simultaneously.
Putting a Water Bucket in a Cauldron will cause it to appear filled. Potions can be filled infinitely from a filled Cauldron, like a water source.
Jukebox
ummm..... i really suck at making posts on here and umm..... so yeah i think that jukeboxes should be crafted with noteblocks instead of wood, and diamonds suck cuz they are used just because the cost loads and in the middle it should be something like, a slot that you craft with iron and redstone, or something
Hi Joe. I see your writing, and propose you this: YAY! thanks alex!
| Ingredients | Input » Output |
|---|---|
| Note Blocks, Diamond (Gem) |
Template:Grid/Crafting Table |
Stairs
Crafting Stairs should make 6 stairs, instead of 4.
| Ingredients | Input » Output |
|---|---|
| Wooden Planks, Cobblestone, Bricks, Stone Brick or Nether Brick |
Template:Grid/Crafting Table |
You can craft a stair block back into one of its original block.
| Ingredients | Input » Output |
|---|---|
| Wooden Stairs, Cobblestone Stairs, Brick Stairs, Stone Brick Stairs or Nether Brick Stairs |
Template:Grid/Crafting Table |
Slabs
Like Stairs, Slabs should be craftable into one of their original block.
| Ingredients | Input » Output |
|---|---|
| Stone or Sandstone or Wooden Planks or Cobblestone or Brick or Stone Brick |
Template:Grid/Crafting Table |
Mobs
Changes
Creeper
- 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).
- Creepers should totally emit smoke when inflating.
Ender Crystal
(I know that this is likely not a living entity, but I'm not going to make it a special section.)
- Instead of the beams healing the Ender Dragon, how the beams making it… invincible? To repel the Ender Dragon, attack its head- not to damage it, but to make it avert course away from you. It's less annoying than them constantly healing the Ender Dragon, at least.
Ender Dragon
(Note: I understand that the Ender Dragon fight is extremely incomplete and is heavily susceptible to change in the near future. These are some ideas, regardless)
General
The whole "destroying everything except End Stone and Obsidian and being able to pass through those" is… weird, to say the least. The destroying blocks works okay, but shouldn't it not go through things? Actually… that gives me ideas.
- Attacking the Ender Dragon normally will deal little damage to it. In order to deal any good damage to it, When the Ender Dragon flies towards you, guiding it into a wide enough pillar of non-destructible materials(read: Obsidian Spikes), it gets stunned and falls to the ground for about… 6-8 seconds? This gives the player high time to stab at it while its defenses are down.
The whole "head is weak spot" works here, but 1:4 is a bit much- 1:2 damage everywhere else - head?
Attacks
Since it has but one attack, the Ender Dragon isn't really a fight right now. so, attacks? Well…
- This one is kinda borrowed from the animal bikes mod. Fire breath! though it has to hover stationary for its duration, it should aim for the player, throwing out fire which is difficult to dodge without sprinting.
- Some kinda wind-type… beating its wings, perhaps? Eh.
Loot
The Ender Dragon should have loot drops! Due to it being the Final Boss, it should be made worthwhile; So, some ideas:
- (~40)
- (Diamond Armor)
- (Chain Armor) (eh.)
- (~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 Ender Dragon 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 as a block/entity thingymerbobber, it lands on the Island anyway.
- Concerning the above, the Ender Dragon should probably fly within… 200? 300? blocks of the center of the island (x0,z0?) before dying, to make sure that loot doesn't fall into the void.
- 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 Ender Dragon 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 as a block/entity thingymerbobber, it lands on the Island anyway.
Endermen
- Endermen should always drop one (1) Ender Pearl() if killed by the player, and zero to one (0-1) if killed by environment.
- Endermen don't get aggressive when looking at their head. I'm guessing this isn't a bug, but shouldn't they get angry since you're looking where their eyes-their two distinctive features-are?
Skeleton
- Skeletons should show the bow charging animation when… well, charging their bow. They do that, right?
- Speaking of which… Skeletons should be a bit cleverer with how they deal with close range attackers. Instead of always going for long range, slower, stronger shots, they should use shorter ranged, faster, weaker shots with closer proximity enemies, with the primary intention of getting what's attacking them away from them. Makes skeletons a bit tougher with a sword, at least.
New
Frog
Template:Mob
As stated up with the Potions, Frogs! These are passive mobs which spawn only in Swamp biomes. they are small, akin to Silverfish, and have little health-4![]()
? Killing them means that they drop 1 Frog's Leg, which is a key component of Potions of Leaping.
Shade
Template:Mob A shade is a rare mob, unique in the fact that it doesn't really have an appearance, but more rather something similar to an armor texture, which it randomly shows every few seconds, rotating like a charged creeper's. It's passive in a sense, by which I mean that it teleports away from any damage. Killing it means that it will drop 1-2 Shade Scraps, which are key components of Potions of Invisibility.