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XP is reworked |
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- instead of having a single use, the concept is doing things gives you xp that you can use level up like a traditional rpg tree |
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-- potion brewing potency |
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-- potion resistance |
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-- etc.. |
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- xp increases should not be for passive effects like walk speed but rather effects that require the user to take action that could possibly automated in some other way |
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Potion Brewing is made generative |
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- no longer pre set recipes |
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- the effects of different ingredients are randomized with a secondary seed |
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- the effects of potions can have multiple effects and times based on the ingredients |
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-- nether wart may still be a base but it may only provide a multiplier of 0.8 time |
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meanwhile a flower may provide lv1 speed boost and lasts by default 16s |
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the multilier is added and then the effect potency is calculated |
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- luck and bad luck effects the potency and length |
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Luck Usefulness |
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- luck now effects fishing, item drops, and other loot table (or hardcoded table) based drops |
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- luck now effects the chances of zombies summoning reinforcements when attacked |
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- luck comes from a random factor for each day in minecraft |
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- luck comes from luck potions |
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Cauldron Potion Brewing |
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- cauldrons can brew potions |
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-- if a fire tagged block is under the cauldron the cauldron boils and can be used to make potions |
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-- potions work similarly to brewing stands but require blaze powder to be thrown in first to initiate a potion |
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after the the potion making phase is initiated some particles will appear to show it's successfully started |
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then the potion ingredients will be put in cauldron in order to create the potion |
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the potion will be finished after the max amount of ingredients has been added or after so many seconds after adding the last ingredient |
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- cauldrons can be filled by potions, similar to water |
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-- when potions fill cauldrons they mix together to form a new potion mixture that combines the effects but diluting the potency and time |
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New Potion Effects |
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- deafness |
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-- deafness will deafen the mob or player hit by it |
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-- deafness has different levels, the higher the level the more the volume is decreased |
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-- splash potions of deafness will not make a sound when splashed |
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-- linger potions of deafness will drown out nearby noise |
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Amethyst |
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- amethysts can be used to craft the basic tools |
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-- amethysts tools are weak but can have splash potions added them, similar to enchanted arrows |
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- amethysts can be made into amythyst blocks |
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-- amethyst blocks are semi-transparent but not by much |
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- amethysts are found in swamp biomes in clusters of one as amethyst ore |
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- amethysts are found in the nether biome in clusters of 1-3 as nether amethyst ore |
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- amethysts aren't guranteed to be found in chunks but should be about as rare as diamonds |
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Passive Witches |
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- witches have a chance to be neutral and tradable |
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- tradable witches trade in potions and amethyst |
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- tradable witches may request specific potions to be made |
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-- after a player has traded that request it should change to another request |
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-- this tests the players potion making knowledge and encourages experimentation |
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- tradable witches may sell parchments displaying a randomized ingredients stats |
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- tradable witches may sell enchanted arrows |
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- tradable witches may sell certain potion ingredients |
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- passive witches will spawn in a different type of witch hut to reflect their intrests and what they trade in |
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-- if the player breaks or mines any of the witches hut the witch will become hostile towards the player |
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[resarch illagers more] Magic Illager should have their own witch like huts in dark forests |
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The game should present more info about building structures such as beacons, nether portals, conduits |
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Electrification |
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- blocks can be electrified similar to how blocks can be waterlogged |
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- blocks that can become electrified become electrified when struck by lightning |
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- blocks have one new attribute related to electrification |
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-- `electrified: bool` |
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-- `electrification_level: u8 (0-15)` |
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- blocks have two new tags and values related to electrification |
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-- `electrifiable: bool` |
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-- `conductivity: float` |
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- the higher a block a block is to the sky height the higher the chance lighting has to hit it |
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- the higher the conductivity of a block the higher chance lightning has to hit it |
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- when a electrifiable block is hit by lightning it becomes electrified |
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-- any touching electrifiable blocks become electrified up to 15 blocks away |
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- electrification activates redstone touching it with a level of electrifcation * 1.5 |
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- if a cauldron holding a potion gets electrified there is a chance to randomly increase, decrease or swap values to a certain amount (similar to star fragments and fairies in botw) |
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- water can be electrified |
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Cursed Current and Blessed Current |
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- new effects that can be applied to the player and mobs |
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- cursed current decreases swim speed and randomized the way the player moves in the water a little |
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- blessed current increases swim speed |
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- blessed current is similar to dolphins grace |
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Jaw |
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- if a dolphin gets hit by lightning it becomes a jaw |
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- a jaw is a hostile dolphin like mob |
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- jaws have big jaws and it's skeleton body looks similar to a fishing trap |
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-- the body will sometimes have fish inside of it that it has eaten |
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- jaws give nearby players the cursed current effect when nearby |
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- jaws will attack and try to kill and drag down any mobs that go near it |
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- jaws will burn in daylight but not while in the water |
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- jaws will not suffocate in the air |
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- when killed jaws will drop bones and treasure from the sea (based on fishing look tables) |
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Charred Jaw (chaws and chawed) |
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- charred jaws are similar to jaws |
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- charred jaws are strong, larger, and faster than jaws |
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- charred jaws bones are darkened and have streaks of lava not unsimilar to lava blocks |
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- charred jaws spawn in lava oceans |
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- charred jaws will jump up onto land to try to bite any mobs and drag it back to where it came from |
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- charred jaws can jump up to 20 blocks in the air to try to bite someone |
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- charred jaws will attack any mobs it sees |
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- when a charred jaw bites they are pulled back very quickly similar to how mobs are pulled back when far away from leads |
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- charred jaws will release anything they are biting when attacked with about 10 damage |
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- charred jaws should have some sort of indicator that they are about to jump |
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-- particles will shoot out from the lava |
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-- the charred jaw will emit a loud noise |
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Latchers |
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- latchers are similar to strays |
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- latchers are slightly larger and have more blackened bones than strays |
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- latchers will throw snowballs that will give the mob it hits slowness |
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- latchers send out traps that will latch and damage the player |
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Charred Mobs |
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- mobs that turn into other mobs when electrified |
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-- skeletons turn into wither skeletons |
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-- pigs turn into zombie pigmen |
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-- villagers turn into either witches or illagers with no weapons |
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unless it's a weaponsmith with a 50/50 chance for either one |
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-- creepers become powered up |
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-- |
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-- jaws turn into charred jaws |
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-- skeleton horses turn into wither skeleton horses |
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-- strays turn into latchers |
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Generative Flowers |
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- flowers colors, names, effects, and dyes should be generative and based on the secondary seed |
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- flower breeding |
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Blessed Attributes |
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- blessed items function similarly to cursed items |
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- blessed items have at least one blessed enchantment |
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- blessed enchantments give the item or tool special effects |
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-- soulbound, item stays after death |
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-- worldbound, item will not despawn while on the ground |
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-- speed increased while equipped |
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-- mining speed increased while equipped |
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-- knockback taken decreased while equipped |
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-- attack speed increased while equipped |
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-- luck increased while equipped |
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-- on armor |
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--- armor increased |
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--- armor durability increased |
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More Cursed Attributes |
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-- speed decreased while equipped |
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-- mining speed decreased while equipped |
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-- knockback taken decreased while equipped |
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-- attack speed decreased while equipped |
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-- luck decreased while equipped |
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-- on armor |
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--- armor decreased |
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--- armor durability decreased |
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Beacons Reworked |
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- beacons are reworked to have new generative effects based on the secondary seed |
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- effects inclucde |
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-- the current ones |
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- based on the block used for the base of the beacon, the beacons effects will change |
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- beacon effects can be combined but cost more similar to anvil joining |
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More Berry Varieties |
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- more berries are added in addition to sweet berries |
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- berries can be used to top cakes (decoration only) |
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- berries can be used to make berry juice |
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-- berry juice is a drink make from berries, glass, and sugar |
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-- berry juice can be combined with multiple ingredients and foods to sort of "upgrade" it |
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- berry juice/cake when electrified gets special effects |
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-- todo: |
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## Unfinished |
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[Unfinished] |
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(Latcher evolution) A new boss Lich like boss based around the Latchers mechanics |
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The Lich is summoned with two blue ice and two bone blocks and one skeleton skull |
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[Unfinished] |
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[Needs Cleanup] |
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[Related To Musician Villager] |
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Music Overhaul |
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- jukeboxes can be activated by redstone |
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- jukeboxes can be pushed by pistons |
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- jukeboxes emit a state change to observers when music is stopped |
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- Music Box [name tbd] |
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-- records nearby sounds to blank records |
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-- music boxes should be able to be placed in minecarts |
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-- new railing, silent rail, makes the minecart moving noise silent |
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- Sheet Music |
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-- made from paper and ink and something |
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-- sold from musician villagers |
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-- |
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