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Bug
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Resolution: Invalid
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None
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20w06a
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None
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Unconfirmed
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(Unassigned)
- Diamond_Horse_Armor cannot be combined with Netherite Ingot to craft Netherite_Horse_Armor
- Netherite armors (all 4 pieces) should be able to used Unbreaking 4, Protection 5, and Thorns 4 enchants.
- Netherite ingot cannot be made into a Netherite Shield (should reflect ghast fireball, and arrows, and dispenser flame attacks)
- Netherite boots should get the Lavawalker enchant. (converts lava into magma and neither burn you anymore.) -as a caveat, lava converted into magma should be mineable and this effect should extend down from the players feet 1 block
- Netherite Arrows should be a thing and add +3 damage to projectile attacks.
- Ranged_Strength enchant should exist only to add damage to ranged bow and crossbow attacks. (Velocity should be it's own enchant for ranged combat. I feel that Power V does too much to bow damage.. but is fine as it is for now.)
- Netherite Slinger should be a new weapon that uses Netherite shards to deal damage, it should be a medium ranged weapon that deals good damage per throw, but also be somewhat spammable, and it's downwards velocity should rapidly increase at a distance of like 20 blocks.
- Weird things happen when using effects like Haste on swords, where they break grass and leaf blocks when holding LMB instantly, even though this is not a mining speed multiplier, there should be some way of preventing this effect without breaking a bunch of things in doing so.
- jump boost effects do not negate fall damages properly even with stacked feather falling iv boots. jump boost 100 will kill you from the fall but technically should not?
- ALL JUMPS do not receive proper inertia from the player when leaping off things or using jump boost. if the player has speed 5 they will not continue forward at that speed but are instead suddenly dropped down to a normal running speed abnormally.
- speed bonuses are a bit wonky, they increase your FOV unnecessarily. this should be set to like 3 levels of FOV increase, and when the effect is placed manually, we should be able to control the FOV with a string. like how you can toggle the particles or not, the fov scaling should be enabled or not. it is quite annoying to have to play with my FOV settings everytime I experiment with this so that I do not puke while trying to move faster during creative sessions.
- bring back /FLYING. /fly @targeter {speed modifier} {duration (optional if none specified, until logout/login)}
- bring back flying_speed effect.
- make the elytra item an actual /effect so that it can be used without taking up the chest armor slot
- (optionally) make the elytra item the same slot as the shield
- add more shield types
- Shield (as it is now, renamed to Wooden Shield)
- Iron Buckler (a smaller shield made of iron with slightly better protection and durability.)
- Gold Kite Shield (a royal looking V shaped shield)
- Diamond Shield (a massive tower shield with little blocks accenuating it's glory.)
- Netherite Shield (a bulky nether-themed shield, possibly with some creepy face on it, maybe it has a texture where it blinks or there are eyeballs on it or something.)
- Balloons.♥
Rubber trees.Wires.Batteries.Wheels.- Cages.
More birds.- Silk worms.
- Silk robe and hood. (dyeable)
- Nether Worms.
- Nethersilk Robe and Hood. (trimmed with gold)
- Netherite Rod (blaze rod + netherite ingot x 9) = Fireball Wand. This Netherite Wand should be the first "magic" item in the game, and basically should cast a type of fireball. fireballs cast with a right click should be slightly larger (1 block radius) and track their target slightly (like a 4 degree of arc change over each 1 block distance travelled if that makes sense. they should also travel at like 12 blocks per second.)
- Magic Velocity, Magic Strength, Magic Boost, Magic Shield should be a thing.
- Magic Shield should be a blue shield that takes damage above your health bar before your health does.
- Magic Strength should simply add damage to any spell.
- Magic Velocity should only affect certain magic spells.
- Magic Boost should increase Player's Mana by 1 per point.
- Magic Book – should be a new book-based spell system that places/consumes a charge on a book (at the cost of enchanted ink (consume lapis + exp to make ur own spells at a special crafting table, or one in the game already COUGH)
- Vitality Boost should increase the player's health by 2 per rank of spell. (maximum of 255 but players can craft like a rank 4 spell. This should be a different color red overlay like the absorption hearts being gold.
- Magic spells should tank 1 mana per rank of spell, and mana should only renew from resting in a bed, or under a "resting" spell effect. Magic Boost should be a long-term spell effect, or an armor enchant for silk/cloth armors only.
- Magic Book of Golem's Strength (rank 1) 30/30
A spell book said to increase steve's strength to that of an Iron Golem's! Lasts 10 seconds. Costs 1 Mana. Requires Netherite Wand. Right-clicking this item while in the action bar will add this spell to the player's spellbook 1 charge of the spell. so multiple need to be crafted to be used. - Netherite Wand should use a new mechanic on PC where you hold right click to select your spell in a radial menu that can be customized from a special crafting table. Left click should attempt to cast the spell at the player's targeted location, tapping right click should attempt to cast the spell on the player. tap and hold right click to select a spell, or hold right click and mousewheel up or down.
- Netherite Wand should have a durability similar to a diamond tool, and be capable of using enchants. The cursed enchant should make this item indestructible due to the nature of it being magic, but the item cracks and breaks, dropping some of it as crafting material when you die but only if the wand is cursed when player death happens.
- New enchant should be called Spell Efficiency which reduces all spells cost by 0.5 mana per rank, maximum of +4 on your gear which gives the player 2 mana cost reduction to any spell, even Fireball rank 4 which should cost like 4 mana.
- Nethersilk Robe, Nethersilk Hood, Nethersilk Bracers, Nethersilk Sandals – these should all passively increase the players mana by 5 points each (20 base).
- This will give a player only 10 shots of maximum rank fireballs. However, a spell charge can be consumed instead of placed on a wand.
- Grimoire - a new mage offhand that can store spells and use them more effectively when combined with a Netherite Wand. Grimoires should be a part of the hold RMB mechanic to store spells, and you can hold a grimoire and open it to modify it's contents only at a spellcrafting station, or table, or enchanting table, or something similar to these things.
- Golem's Strength Rank 1-4. Increases target, or self's physical damage by 10% per rank for 10s, 12s, 14s, 16s.
- Hunter's Guile Rank 1-4. Increases target or self's ranged damage by 10% per rank for 10s, 12s, 14s, 16s. (pls do not mess with arrow velocity.)
- Vitality Boost Rank 1-4. Increases target or self's Health temporarily by 1 heart per rank. Lasts for an entire minecraft day in ticks. Costs 8 mana to cast rank 4.
- Jump Boost Rank 1-4. Self explanatory.
- Magic Boost Rank 1-4. Increases target or self's Mana temporarily by 1 mana crystal per rank (similar to hearts I guess, a proposed ui change?). lasts an entire minecraft day in ticks. Costs only 1 mana to cast any rank. Higher ranks require more materials to craft this spell. This could also be an armor enchant.
- Spellhaste Rank 1-3. Increases spell cast speed, and certain spells velocity by 33% per rank. lasts 30s.
- Rabbit's Luck Rank 1-3. Doubles player luck when opening chests or treasures dug up. (should have some pirate swag in spell name/description with language change applied.)
- Regenerate Rank 1-5. Self explanatory. should be like a potion effect but costs 0.5 mana per rank, making this an effective support tool for any groups. lasts 30s.
- Barrier Rank 1-5.
- pretty much all straight-forward, possible /effect's and potion effects, and mechanics should be modified by spells in a new system that expands the gameplay.
- limit the initial implementation of this to snowball like projectiles, straight line attacks, or anything already implemented in minecraft. Just change a bit how they work when implementing and reuse as much previous code with a slightly new framework for a new resource.
- I think a magic system would really improve minecraft for modding, by adding innate support for it in the base game, this would greatly expand playability.
- Enemies could use it too.
- New biomes/faction for it perhaps
- Don't go crazy. Just do enough here to make it interesting and mostly either a support build, or offensive build
- maybe make a Grimoire and Wand a thing u have to have both of.
- a grimoire can only store, say, 4 or 5 spells that way u cant have everything.
- a grimoire can only be equipped at this new table and is cursed to you. removing it destroys the grimoire and drops a fraction of the consumed materials it held.
- same thing for a wand, it's bound to the players inventory and cannot be dropped. another one cannot be bound while you have a bound one in your inventory.
- destroying it in creative mode does nothing - dying in survival will break the wand and grimoire dropping a portion of their contents. (interesting pvp mechanic, no?)
- Redstone Cursed-Rod, Emerald Cursed-Rod, Netherite Cursed-Rod.
- Rubies
- Sapphires
- Amethyst
- add more gemstones! give us things to use them, advanced crafting recipes – expand the lore and gameplay!
- QUESTS neeeeeeeeeeeeeeed more updating! having villagers just trade things isn't really a quest!
- have villagers react to changes in their environments.
- have them request the player to do things.
- Mayors should be NPC's that have a house, and post jobs or quests on a board in the towns that auto generate. these job boards should have bounties for killing certain troublesome NPC's, or taking out an illager tower or something. They could even be a map with a pinned location and when u arrive at it, an event happens and spawns some monsters to defeat. Maybe named ones like with a tag, that can even have armor, custom weapons, and may mention how futile it is to resist the forces of darkness.
- The End should have its own villages that are being oppressed by endermen, and defeating the dragon should lets you plant the dragon egg in the normal world, where you can break it with a netherite pickaxe while the egg is placed in a 3x1x3 grid of magma blocks. When this happens, a baby dragon should appear that will become rideable after 7 in-game minecraft days. The baby dragon should resemble a chocobo somewhat, and be very cute. After becoming an adolescent dragon it should develop new features and be somewhat larger. enough to be ridden without looking ridiculous. After 30 in-game minecraft days, the Adolescent Dragon should speak to it's owner for the first time, having developped enough now to speak, it should give the player's quests to defeat endermen, save villages, and go out and explore and do things. Also, you can ask the dragon to rest, recharge your mana, heal you, or let you fly on it. (flying on a dragon should be limited to like an arbitrary stamina bar, where the dragon will tire out and need to rest another arbitrary amount of time before riding again.)