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minecraft ideas
Lan Sharing
- while in a singleplayer world add the option "broadcast world"
-- this shared the world publically to an inlets server
-- every world is assigned a snowflake id when broadcast,
the snowflake id will determine the inlet port and subdomain for determinist and consistent
reconnects from server menu
More Clothing/Armor Variations
- hats, boots, baubles, and more!
-- I strongly believe baubles would fit into vanilla minecraft
- most hats are decorative. (see quark hats.) (maybe certain hats have higher enchantment rates for certain enchantments)
- boots for decoration (maybe certain boots have higher enchantment rates for certain enchantments)
- cloaks (?)
-- todo:
- kilts/skirts (?)
-- todo:
Wandering Traveler
- travels from villager to village
- position set by the secondary seed and time
Village Scale Rework
- normal villages are unchanged and are the stardard size
- if a village is larger than a normal village
-- it gets walls around the village, the village is more built up with structures such as fountains, and second floors
-- the blocks change for the roads from dirt paths to stone like paths
-- have a chance to spawn villager witches (the same as passive witches)
-- houses become more structured the larger they are, they become structured using wave function collapse
-- if large villages have the villager capacity and have collected enough resources total,
they will build new houses (using wave function collapse)
or they will expand their city using wave function collapse
- if a village is smaller than a normal village
-- the structures become more hut like with less paths
Reworked Bats
- bats should all swarm and attack the attacker if attacked
- bats should activate pressure plates again
- bats can be bred and made a flying pet
-- bats will attack mobs with a swoop
-- bats will polinate flowers
-- bats will grab items off the ground
Reworked Armor
- armor is reworked to have two slots for each type (and baubles/rings for future use,
I thoughougly belive that mod is a good idea)
- two new armor slots armor and under armor
- under armor includes armors like leather and chain and other to be added tools and armors
- armor is like typical armor and any type of armor can be placed on it
- when under armor and armor have their respective slots filled the game calculates a speed decrease
(or increased) based on the two of them
for example, chain under diamond armor will slow you significantly more than wearing a quiver over a leather chestplate
- attributes updated to where armors can be worn
Puffercat
- see [puffercat](https://twitter.com/dragonmaster_95/status/1051108342075150336)
Pillagers/Raids reworked
- remove random traveling pillagers
- pillagers can only spawn near/at outposts now
- bad omen will go away in a shorter amount of time or after traveling so much distance from the post
- Pillager outposts are now more common but also more varied to account for increase of pillagers,
Respectively, to balance out the increase there are now villager outposts with 1-2 villagers living at them
- Pillagers now can convert outposts and villages to pillages
A pillage is a village/outpost that's been taken over and raided by pillagers
> why?
- pillagers barging in at random can disrupt or ruin the peaceful/dangerous dynamic of night and daytime
- part of the game is lonely, the pillagers can disrupt that feeling in the wrong way
- randomly being assaulted without much indication, warning, or signs can be frustrating
- pillagers can be unfun to fight. camping them slowly is the safest way to kill them.
and with no real reward other than "bad omen" there's little reason to fight them.
it's much better to hide.
hiding isn't always fun.
food crafting is dynamic with some preset recipies anything else becomes generic catagories of food, like botw.
Red sandstone pyrmids
maze with puzzles, traps, and secret rooms
there's a boss room at the center with
- chests with a chance to have a wither skull in them
- a wither spawn structure mostly completely, only missing one or two skulls
- new sandstone decoration blocks
- when entering the pyrimid area there will be a pharows (spellcheck 0))ea curse that givs bilind ness and minginf fatiuge
XP is reworked
- 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
-- potion brewing potency
-- potion resistance
-- etc..
- 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
Potion Brewing is made generative
- no longer pre set recipes
- the effects of different ingredients are randomized with a secondary seed
- the effects of potions can have multiple effects and times based on the ingredients
-- nether wart may still be a base but it may only provide a multiplier of 0.8 time
meanwhile a flower may provide lv1 speed boost and lasts by default 16s
the multilier is added and then the effect potency is calculated
- luck and bad luck effects the potency and length
Luck Usefulness
- luck now effects fishing, item drops, and other loot table (or hardcoded table) based drops
- luck now effects the chances of zombies summoning reinforcements when attacked
- luck comes from a random factor for each day in minecraft
- luck comes from luck potions
Cauldron Potion Brewing
- cauldrons can brew potions
-- if a fire tagged block is under the cauldron the cauldron boils and can be used to make potions
-- potions work similarly to brewing stands but require blaze powder to be thrown in first to initiate a potion
after the the potion making phase is initiated some particles will appear to show it's successfully started
then the potion ingredients will be put in cauldron in order to create the potion
the potion will be finished after the max amount of ingredients has been added or after so many seconds after adding the last ingredient
- cauldrons can be filled by potions, similar to water
-- when potions fill cauldrons they mix together to form a new potion mixture that combines the effects but diluting the potency and time
New Potion Effects
- deafness
-- deafness will deafen the mob or player hit by it
-- deafness has different levels, the higher the level the more the volume is decreased
-- splash potions of deafness will not make a sound when splashed
-- linger potions of deafness will drown out nearby noise
Amethyst
- amethysts can be used to craft the basic tools
-- amethysts tools are weak but can have splash potions added them, similar to enchanted arrows
- amethysts can be made into amythyst blocks
-- amethyst blocks are semi-transparent but not by much
- amethysts are found in swamp biomes in clusters of one as amethyst ore
- amethysts are found in the nether biome in clusters of 1-3 as nether amethyst ore
- amethysts aren't guranteed to be found in chunks but should be about as rare as diamonds
Passive Witches
- witches have a chance to be neutral and tradable
- tradable witches trade in potions and amethyst
- tradable witches may request specific potions to be made
-- after a player has traded that request it should change to another request
-- this tests the players potion making knowledge and encourages experimentation
- tradable witches may sell parchments displaying a randomized ingredients stats
- tradable witches may sell enchanted arrows
- tradable witches may sell certain potion ingredients
- passive witches will spawn in a different type of witch hut to reflect their intrests and what they trade in
-- if the player breaks or mines any of the witches hut the witch will become hostile towards the player
[resarch illagers more] Magic Illager should have their own witch like huts in dark forests
The game should present more info about building structures such as beacons, nether portals, conduits
Electrification
- blocks can be electrified similar to how blocks can be waterlogged
- blocks that can become electrified become electrified when struck by lightning
- blocks have one new attribute related to electrification
-- `electrified: bool`
-- `electrification_level: u8 (0-15)`
- blocks have two new tags and values related to electrification
-- `electrifiable: bool`
-- `conductivity: float`
- the higher a block a block is to the sky height the higher the chance lighting has to hit it
- the higher the conductivity of a block the higher chance lightning has to hit it
- when a electrifiable block is hit by lightning it becomes electrified
-- any touching electrifiable blocks become electrified up to 15 blocks away
- electrification activates redstone touching it with a level of electrifcation * 1.5
- 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)
- water can be electrified
Cursed Current and Blessed Current
- new effects that can be applied to the player and mobs
- cursed current decreases swim speed and randomized the way the player moves in the water a little
- blessed current increases swim speed
- blessed current is similar to dolphins grace
Jaw
- if a dolphin gets hit by lightning it becomes a jaw
- a jaw is a hostile dolphin like mob
- jaws have big jaws and it's skeleton body looks similar to a fishing trap
-- the body will sometimes have fish inside of it that it has eaten
- jaws give nearby players the cursed current effect when nearby
- jaws will attack and try to kill and drag down any mobs that go near it
- jaws will burn in daylight but not while in the water
- jaws will not suffocate in the air
- when killed jaws will drop bones and treasure from the sea (based on fishing look tables)
Charred Jaw (chaws and chawed)
- charred jaws are similar to jaws
- charred jaws are strong, larger, and faster than jaws
- charred jaws bones are darkened and have streaks of lava not unsimilar to lava blocks
- charred jaws spawn in lava oceans
- charred jaws will jump up onto land to try to bite any mobs and drag it back to where it came from
- charred jaws can jump up to 20 blocks in the air to try to bite someone
- charred jaws will attack any mobs it sees
- when a charred jaw bites they are pulled back very quickly similar to how mobs are pulled back when far away from leads
- charred jaws will release anything they are biting when attacked with about 10 damage
- charred jaws should have some sort of indicator that they are about to jump
-- particles will shoot out from the lava
-- the charred jaw will emit a loud noise
Latchers
- latchers are similar to strays
- latchers are slightly larger and have more blackened bones than strays
- latchers will throw snowballs that will give the mob it hits slowness
- latchers send out traps that will latch and damage the player
Charred Mobs
- mobs that turn into other mobs when electrified
-- skeletons turn into wither skeletons
-- pigs turn into zombie pigmen
-- villagers turn into either witches or illagers with no weapons
unless it's a weaponsmith with a 50/50 chance for either one
-- creepers become powered up
--
-- jaws turn into charred jaws
-- skeleton horses turn into wither skeleton horses
-- strays turn into latchers
Generative Flowers
- flowers colors, names, effects, and dyes should be generative and based on the secondary seed
- flower breeding
Blessed Attributes
- blessed items function similarly to cursed items
- blessed items have at least one blessed enchantment
- blessed enchantments give the item or tool special effects
-- soulbound, item stays after death
-- worldbound, item will not despawn while on the ground
-- speed increased while equipped
-- mining speed increased while equipped
-- knockback taken decreased while equipped
-- attack speed increased while equipped
-- luck increased while equipped
-- on armor
--- armor increased
--- armor durability increased
More Cursed Attributes
-- speed decreased while equipped
-- mining speed decreased while equipped
-- knockback taken decreased while equipped
-- attack speed decreased while equipped
-- luck decreased while equipped
-- on armor
--- armor decreased
--- armor durability decreased
Beacons Reworked
- beacons are reworked to have new generative effects based on the secondary seed
- effects inclucde
-- the current ones
- based on the block used for the base of the beacon, the beacons effects will change
- beacon effects can be combined but cost more similar to anvil joining
More Berry Varieties
- more berries are added in addition to sweet berries
- berries can be used to top cakes (decoration only)
- berries can be used to make berry juice
-- berry juice is a drink make from berries, glass, and sugar
-- berry juice can be combined with multiple ingredients and foods to sort of "upgrade" it
- berry juice/cake when electrified gets special effects
-- todo:
## Unfinished
[Unfinished]
(Latcher evolution) A new boss Lich like boss based around the Latchers mechanics
The Lich is summoned with two blue ice and two bone blocks and one skeleton skull
[Unfinished]
[Needs Cleanup]
[Related To Musician Villager]
Music Overhaul
- jukeboxes can be activated by redstone
- jukeboxes can be pushed by pistons
- jukeboxes emit a state change to observers when music is stopped
- Music Box [name tbd]
-- records nearby sounds to blank records
-- music boxes should be able to be placed in minecarts
-- new railing, silent rail, makes the minecart moving noise silent
- Sheet Music
-- made from paper and ink and something
-- sold from musician villagers
--
--

Rules

why? Having rules should keep ideas and concepts from going too far, upsetting core gameplay ideas, and keeping ideas balanced

ideas

ideas should fit within the context of how vanilla already operates, and how previous and current updates are being made.

why?

While it's not always a bad idea to do the unexpected (it can be quite fun), the goal of these ideas is to image them as if it was mojang or notch (when he was working on the game) adding it to the game.

That essentially means the changes should feel vanillaish.

The modern updates by mojang have been a lot more tame in comparison to notches, but still have been influential.

Notch's updates were a lot more out there out times and would add, change, or rethink the fundamentals of how the game operates.

Notch's updates give a lot of freedom on what can or can't be change because of how much the earlier games changed the games.

That doesn't mean they don't follow a loose set of not completetly defined rules though.

A lot of the updates were intentionally surprising, meant to fill a void where players didn't know it exists.

The secret updates are good evidence for this.

ideas should be prefixed with why they should be included

why? Explaining why can help stay focused on the core concepts of why something should be added, adding new ideas or features without reason will lead to features added without much reason.

This isn't always a bad thing, but adding why can and should help that distinction.

(todo: add more info on why starting with why is a good idea)

implementation

changes should be thoughouly tested by a considerate but still small group of players rather than releasing many of the snapshots for some features

why? Updates can be fun by not knowing what's coming next.

If players are expecting a specific update, they will most likely be dissapointed.

However communication is important, without communication players may feel lost of ignored by the developer.

A mix of the two is required for successful impactful updates.

Quiver
- holds arrows
- can be placed on chestplate or offhand to be used?
- displays a texture on the mob or player when worn
> why?
- arrows take up a lot of slots in the inventory, inventory space is valuable and bows and arrows are valuable too
- infinity fixes this issue only needing one arrow up a minimum of one slot
- however with enchanted arrows being added, inventory space is once again taken up by multiple arrows
> problems to solve
- inventory space
- fun factor
> why was it scrapped?
- scrapped because it was hard to make it feel good with the gameplay.
holding arrows in the offhand felt "more natural" compared to the "realism" that quivers offer
[speculation]
- collecting arrows and puting them into a quiver item might have been tedius or frustrating at times
> is there a way to fix the scrapped problems?
- arrows will automatically fill up quivers when picked up
-- quivers should display how many arrows you have left have somewhere on the screen
(the offhand does this, that's why this is being suggested)
> additional ideas
- new bow curses and enchantments that change how arrows are selected from quivers, or how quivers are used
-- randomizer enchantment, randomizes which arrow from your inventory is used when shooting
-- ...
[unfeasable]
[unvanillaish]
[todo: refine]
[todo: simplify]
[note:
the aether mod may be skewing my thinking of what this update and feature should or shouldn't be,
I need to let go of that and think from a different perspective
]
Skylands (Sky Dimention)
- a chance to go to when sleeping
- adventure!
- fun!
- ...
> why?
- new dimentions are a huge undertaking, but if done right should pay off
- new dimentions are fun to explore, learn about, absorb the atmosphere
- while not always extrememly fun,
random events can be a nice surprise and can create that "aha!" moment if a player doesn't know about the
> what?
- a completely new dimention set in the sky as a counterpart to the nether
- it's a dream world, it should act accordingly
-- lower gravity
-- friendly
-- fluffy
-- ...
- however bad dreams do happen, as part of the dimention bad patches should exist that become a new sort of hellish
> needs
- blocks
-- textures
-- concepts
-- interactivity
- ambiance
- music
- mobs
- new mechanics made for the dimention
- at least one new boss
- a team to work on needs
- ...
> references
[0] the aether mod, an incredible mod that adds new dungeons, music, mobs, mechanics, features, concepts, etc...
it's really amazing what the team behind it has made and strives to make.
however, a lot of the ideas and work put into it doesn't fit the vanilla "rules" that have been set up
that said, a lot can be drawn as inspiration from the mod
[needs ideas to be useful]
[no reason why other than to fill the gap between iron and diamond]
Steel
- iron + coal
- slightly stronger than iron
- flint + steel
- other uses unknown
- mines slower than iron
Birds
- birds!
Capture the flag
- Capture the flag
- used as an example for mcfunctions (and later scripting)
Scarecrows
- scare away birds
- scare away rabbits
- scare away phantoms
- place different mob heads to scare specific mobs away!
- [todo: non-specific use?]
Aggregated player statistics online
- uploads them to the same server inlets are hosted on
- can be disabled in settings
TNT Arrows
- use tnt and arrows to craft
- explodes immedietly in the nether when drawn
> why?
- it's fun
- destruction is fun
> why not?
- too much destruction?
- may be overpowered, balancing would need to be made a priority
Signs can be drawn on?
Pause command for ops
- The game pauses for everyone else
- Players can still chat while the game is paused
Fireworks scare wolves and certain mobs
- creeper head will make all creepers nearby flee
- star will make all burnable mobs flee
- new firework patterns to scare (or sometimes attract!) different mobs
More redstone carts
- dispenser carts
- dropper carts
- ...
Cherry Trees
- cherry trees
- ...
Better admin menu
- ban/unban users
- mute/unmute users
- op/deop users
Basalt
- spawns in caves
- very dark/black
- ...
Reindeer
- spawn in snowy biomes
- drop venison and sometimes bones when killed
- spawn in Ice Spike island biome (new)
Musician Villager (bard)
- spawns with a musical house
- musical house has a pre-made randomized song in it
- trades note-blocks, music-blocks, music-discs, and noteblock alterators
- record is the job station
[no: why?]
Enchanted Dispensers
- bows used to craft the dispenser will have their enchants applied to the dispenser when firing projectiles
Enchanted NBT
- bool attribute for items that tells if an item is enchanted or not
- if enabled the enchanted glow shows, if not then the glow doesn't show
Crying Obsidian
- rare chance to be formed with water source blocks placing on a lava source block
- obsidian with some blue streaks
- emits a low light level
- [todo: needs some sort of usefulness]
Mystery Portal
- randomly found throughout the world
- both vertical and horizontal varients exist
- made out of crying obsidian
- once broken cannot be remade
- when entered will randomly teleport the player to a randomized pre-set location using the secondary seed
- does not include ocean unless spawned in ocean
> why?
- new structure
- mystery
- fun?
Hug Animation
- activated when right clicking on another player and sneaking
- effects?
Paeonia Flower
- when bone mealed turns into two-block-high peonies
-
iron golums become electricity charged when electrified?
electrified arrows
giant potion
small potion
[bad]
[unvanilla]
heat index
cold index
https://old.reddit.com/r/Minecraft/comments/d7wx8o/do_you_guys_like_the_idea_of_being_able_to_find/
https://old.reddit.com/r/Minecraft/comments/ddcvgz/some_little_structure_idea_cuz_there_are_no/
https://old.reddit.com/r/Minecraft/comments/e7xol/this_is_how_clouds_should_work_gif_simulation/c161ygy/?context=1
https://old.reddit.com/r/Minecraft/comments/l6uon1/just_thought_of_this_looks_pretty_cool/gl2vif8/
## SimplySarc
**All of SimplySarcs videos have imagery and ideas that provoke how to think about thinking about great ideas**
### Copper & Power/Electricity
I kinda like some of the ideas in the video (armour, amour + water, etc),
and I want to update and rework my current system to better fit newer minecraft versions
and to take inspiration for sarcs video on it.
[Unique Fishing](https://github.com/Brecert/unique_fishing_datapack)
- more catches that are unique and not always just items
-- fishing up a guardian
-- fishing up xp bottles
-- fishing up a dolphin?
> questioneering
where does the loot come from?
- previous players have dropped it?
- previous villagers have dropped it in the ocean?
- lost civilazations have dropped it?
...
[Angry Pigmen](https://github.com/Brecert/angry_pigmen_datapack)
- pigmen will become hostile if you mine their ore while near them
Tilled Trees
- trees grow slightly faster on tilled land
Add advancement for getting skeleton to kill creeper
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