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    Minecraft Top Monthly Suggestions for October 2019! This Month's Theme is QUALITY OF LIFE CHANGES!

    Minecraft Top Monthly Suggestions for October 2019! This Month's Theme is QUALITY OF LIFE CHANGES!


    Top Monthly Suggestions for October 2019! This Month's Theme is QUALITY OF LIFE CHANGES!

    Posted: 01 Nov 2019 02:24 PM PDT

    Your monthly reminder that yes, there are suggestions that do get over 100 upvotes from the Minecraft Community. Truly crazy, innit?

    In this post are showcased all the suggestions for the past month that have achieved an upvote notoriety beyond 100, as well as the 10 closest stragglers that were just shy of making the choice 3-digit beauty mark.

    Yay, a TMS posted (almost) on time! Hopefully I didn't do too bad on this - it's my first time doing a TMS. Anyway, let's see these top suggestions, shall we!


    This month, we have 128 awesome suggestions that broke the 100+ upvote mark, with 47 of those reaching 100+ upvotes, 14 reaching the Super Luminous status of 200+ upvotes, 5 becoming Enlightened at 300+, 6 becoming Ascended at 400+, 7 becoming Legendary at 500+, 6 becoming Mythic at 600+, 5 becoming Godlike at 700+, 11 reaching the coveted Omnipotent status at 800+, and then 27 utterly magnificent suggestions that went beyond our normal naming conventions, with 4 reaching 900+, 6 reaching 1000+, 6 reaching 1100+, 2 reaching 1200+, 2 reaching 1300+, 2 reaching 1400+, 2 reaching 1600+, 2 reaching 1800+, and one super amazing suggestion reaching 1900+! It's really awesome to see so many popular suggestions, awesome work everyone!

    And this month's MVP goes to... u/Liamcraft121 with their superb suggestion "What If Items Spawned In Ice?" coming in with an astounding 1.9k upvotes! Good job to you, you should be very proud!

    And here's a look into what types of suggestions made it onto this list:

    • Mobs: 23

    • Blocks & Items: 23

    • AI Behavior: 9

    • Gameplay: 8

    • Terrain: 7

    • Plants & Food: 5

    • Structures: 5

    • Redstone: 5

    • Weather: 4

    • Dimensions: 4

    • Sounds: 2

    • Combat: 2

    • Controls: 1

    • Commands: 1

    • AI: 1

    • Advancements: 1

    • User Interface: 1

    • AI Behaviour: 0

    • Magic: 0

    • User interface: 0

    • Bedrock Edition: 0

    • Java Edition: 0

    It seems that General, Mobs, and Blocks and Items beat out all the others, with AI Behavior, Magic, User Interface, and Java Edition being the least popular ones. This month we have put together a lovely guide to flairing your posts, make sure to check it out here especially if you are ever stuck with wondering what flair to choose.


    THEME: "QUALITY OF LIFE CHANGES"

    > This month we take a step back and instead of focusing on larger features, let's think about the smaller things in Minecraft that could be improved to make our lives easier. Anything small changes or improvements that could be made to make your Minecraft experience better somehow is welcome!

    Every month, we ask the community for suggestions on a specific theme so we can all brainstorm together. This month's theme is "QUALITY OF LIFE CHANGES"! Please use the comments & give all your ideas, big or small, that have to do with small changes or improvements to Minecraft!


    IN OTHER NEWS

    This month our subreddit got a redesign, courtesy of the amazing u/CrispyTwig! It looks awesome, great job!

    Also we have been chosen by Reddit to help test a new live discussion feature for posts. We are only allowing this feature on brainstorming posts, which are posts for when you have an idea but want to flesh it out more with the community. Make sure any live discussions that you post fit into the [Brainstorming] flair - otherwise they could be removed. We've been having a few problems with spam, but don't worry, it will be taken care of, and we're keeping a close eye on those live discussions. We also sincerely apologize for anything offensive or upsetting that was posted in those discussions. Rest assured that offending users have been dealt with. We're working closely with Reddit, too, on how the live discussion feature could be made better and improved.

    And also this month we welcomed two new moderators, one of which is u/Woakey! And the other is... um... hmm... who was it again? What was his name? Apple? Lemon? Cucumber? I can't remember...

    And now, for another reminder for everyone, please read over the FPS list before making any suggestions, just to be sure that you're idea hasn't already been covered. Also, if you have a Discord account, we'd also like to invite you over to our official MCS Discord server if you ever feel like doing some real-time brainstorming. Or, you know, just put up some memes, we have those too (just keep them SFW and in the proper channels). ;)

    KEEP IT UP, FELLOW SUGGESTERS!


    <>If there was a suggestion that was missed, please let us know below. Despite our best efforts, we haven't yet reached infallible perfection just yet (we're still trying, impossible as it might be), so some mistakes are still within the realm of possibility.<>

    ♦ Beautiful Suggestions 100 and Beyond:

    CONTINUED IN COMMENTS


    <> All Monthly Suggestion Posts are cataloged on the subreddit's TMS Catalog Wikipage.<>

    Note: The comments are not for posing ideas unless they pertain to the feedback theme. If an idea crops up in a discussion, then that's fine, but for posting a suggestion for the community and the developers, that is what the "submit" button at the top right is for.

    Also also, you can see some suggestions that have actually been implemented on the Successful Suggestions Wikipage! Maybe one of these will make it on there someday! If you have a suggestion that actually has been implemented in some form or another, please let us know so that we can update the list. Thanks!

    Until next time folks, have a fantastic day/night, and take care! :D

    - your favorite citrus moderator

    submitted by /u/orangevg
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    Endflings: A new end mob

    Posted: 01 Nov 2019 02:36 PM PDT

    I think if we ever get an End Update, we need a feature like this.

    So, I realized something, Pillagers and Piglins are kind of similar in behaviour and character, like if each dimension had some kind of patrol/guardian. The end needs something like this. My suggestion? The Endfling.

    Spawning: Endflings have a 20% chance of spawning 48 blocks away from the player in patrols of 3-5 every 20 minutes on the outer end islands. They can also spawn in structures called Endfling Ramparts. Tower-like structures made out of end stone bricks and purpur blocks, with 2 loot chests on top, usually containing shulker shells, chorus fruits, Hatchets (will be explained a little bit more later.) and some rare ores such as diamonds, emeralds and iron.

    Appearance: Endflings have a really interesting appearence. They have humanoid forms, skin matching the color purple and white, glowy purple eyes, they also use a belt on their pants and have 2 horns on their heads. They do not have a mouth.

    Behavior: Endflings are hostile towards the player, Shulkers and Endermites. If they spawn on Endfling Ramparts, they will protect their home but if spawned in patrols, they will wander around the End collecting chorus fruit.

    Drops: Endflings have a 100% chance of dropping 1-3 chorus fruits. 20% chance of dropping an ender eye. And an 10% chance to drop a Hatchet.

    The Hatchet: The Hatchet is a new weapon. Just like the Trident, it is not craftable. Take a few Endflings down and you may get a Hatchet. You can also find them in End Cities and Endfling Ramparts loot chests.

    The Hatchet has a texture resembling a purple axe, it also seems to have a broken Shulker Shell attached to it's support. It works similarly as a trident, you can use it in melle or range combat. Using it as a range weapon, the entity hit by it will be teleported close to the user of the weapon and be dealt 3.5 hearts of damage. You can enchant it with loyalty, to make it come back after throwing it.

    This post is flaired as Brainstorming since it's not a full suggestion and feedback is welcome. Feel free to tell me what you think in the live chat!

    submitted by /u/Everedeck
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    White Pumpkins (more than a reskin!)

    Posted: 01 Nov 2019 07:25 AM PDT

    White pumpkins (Name suggestions needed, the feedback site took this down because of it) would be another way to get food in the Nether, a way to get rid of some monsters, and a connection to real-life folklore. (and yeah, I guess Minecraft Story Mode too)

    Concept images here

    White Pumpkins would spawn naturally in the Soul Sand Valley, but can also be grown by planting regular ol' pumpkin seeds on Soul Sand. Once harvested, they can be made into pie (more on that later) or carved. When lit with a torch, these ghoulish gourds shine blue, and contort their face into a friendly smile, scaring away undead mobs (Even the Wither, useful for build protection) in a short radius. It also makes occasional ghostly sounds.

    A white pumpkin pie is just as filling as an ordinary one, additionally granting Jack's Blessing, an effect which causes the player to scare undead mobs (but not the Wither this time). The effect lasts for 25 seconds, enough to escape monsters for a short while but not be too overpowered. To encourage hoglin meat as a Nether food source instead of pie, white pumpkins would grow slowly.

    EDIT: Reduced Jack's Blessing to 2 minutes

    EDIT 2: Reduced it to 25 seconds

    submitted by /u/HowToChangeMyNamePlz
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    Alchemy Outpost

    Posted: 31 Oct 2019 04:59 PM PDT

    Name change to Wizards Outpost

    As we know, the mountains won the biome vote, so I want to hear what you think of the alchemy outpost. Similar to a witch hut, but found on the tall peaks of mountains, hosting the mysterious Illusioner. I'm looking for thoughts on drops, spawns, farms, etc.

    submitted by /u/ReactionRD
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    Add ferrets.

    Posted: 01 Nov 2019 12:15 PM PDT

    A friendly mob, ferrets would follow you like other small pets including teleportation (burrowing) unless commanded to stay.

    Ferrets would hunt and prey on rabbits, but during dawn and dusk hours. The rest of the time they would spend sleeping wherever, unless they cannot see sky or are awoken by a player, then they stay awake.

    They would be able to detect infected stone, and alert you to the presence of one in its vicinity. They would be hostile to any silverfish nearby as well.

    Ferrets could be fed any kind of raw meat including fishes.

    submitted by /u/aqua_zesty_man
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    More dramatic end portal opening sequence

    Posted: 01 Nov 2019 03:18 PM PDT

    Right now the end portal activation isn't very dramatic, you put in ender eyes and the portal just appears.

    My suggestion is a sequence similar to the dragon respawn sequence, where after the twelfth ender eye is inserted the frame blocks light up one after another with sound effects and particles before the portal appears.

    submitted by /u/15_Redstones
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    Right-clicking on a boat or minecart with a spawn egg spawns the mob in it

    Posted: 01 Nov 2019 03:53 PM PDT

    Or perhaps shift+right-click. This would be useful for building in creative, as you would not have to deal with the tedious process of putting mobs into minecarts manually.

    submitted by /u/MerlinGrandCaster
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    Had an idea for a quality of life improvement to tridents while testing out combat update 3

    Posted: 01 Nov 2019 07:52 AM PDT

    Tridents enchanted with loyalty should reserve a slot in the inventory, and make them return instantly. However, have them recharge similar to ender pearls and the level of loyalty enchantment determines the speed at which they recharge.

    This fixes a couple things:

    1. They won't move around in your inventory when you throw them if you have free space.
    2. The way they return to you looks very odd as is, you can remove this entirely by just making them disapear/teleport to you since it would be instant anyway.
    3. If you throw a trident and then fill your inventory they weirdly hover around you which would not be a problem if an inventory space gets reserved when thrown.
    submitted by /u/Insatic
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    Sunburn Potion / Effect

    Posted: 01 Nov 2019 12:00 PM PDT

    Not sure how this would be brewed, but the effect would make you burn in sunlight, much like a zombie. It'd be rather niche in survival, but could be cool for mapmakers and minigames.

    submitted by /u/Ylvy_reddit
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    Multishot Idea

    Posted: 01 Nov 2019 02:28 PM PDT

    The problem with multishot is that usually the enemies aren't as spread out as the multishot fires. So my idea is that once the crossbow gets loaded, it'll tighten the spread when you hold down fire. (or spread out the shot when fire is held down) There should be a way to tell roughly where the arrows will land. There could also be multiple levels of multishot where the higher the level the wider the spread or tigher the spread. I think the first one is better personally.

    submitted by /u/VeryUn_original
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    The "floatiness" of Creative flight should be controlled by a slider in the 'Controls' tab.

    Posted: 01 Nov 2019 03:29 PM PDT

    Constantly overshooting where you want to be can get pretty infuriating when you're trying to build, but it does give flying a sense of ease and speed you wouldn't get otherwise, so it only makes sense to have a slider that ranges from "basically walking but without gravity" to "blue ice with speed II but without gravity."

    submitted by /u/N0thingtosee
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    Uses for Blue Netherwart

    Posted: 01 Nov 2019 11:30 AM PDT

    If you've seen the news for the Nether Update in Minecon2019, you know that they will add a blue nether wart block that spawns on blue nether wart trees. The blue nether wart plant (not the storage block that was shown in minecon) should have a lot more uses than decoration. I will list how it should be obtained and all the areas it should be used in.

    Obtaining: Blue nether wart would be obtained from either trading for it with the piglins, or be rarely found in naturally generated structures like piglin bastions. It should me more rare a crop than red nether wart, for reasons explained later on in this post. Maybe it could be a 1% chance spawn in soulsand vallies?

    Decoration: Blue nether wart could, of course, be crafted into its storage block form. Like red nether wart blocks, you can't reverse craft it to get the 9 plants back. The blue netherwart blocks is what we see spawning on the nether trees in minecon.

    Blue nether wart could also be crafted with nether bricks to make blue nether bricks.

    Breeding: Blue nether wart could be used to breed hoglins, while calming them down long enough to do so.

    Potions: Blue netherwart would be a more powerful version of red netherwart. That is why it would be more rare to find. Here are the things you could brew with blue nether wart: - Confident Potion - This would be a new base potion that is the counterpart to the Awkward Potion. Would brew into potions that are more potent and last longer, without redstone or glowstonIt - Potion of Negation - This potion would clear a designated potion effect. For example, Potion of Jump Boost Negation would clear you of jump boost. It would be brewed with a confident potion, glistering melon or spider eye (comment which one), followed by the base material for the potion effect you want to cancel.

    These are a few ideas for the blue nether wart. Tell me what you think!

    submitted by /u/CLtheman1
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    New potion idea: Potion of Photosynthesis

    Posted: 01 Nov 2019 02:04 AM PDT

    Made if you add Sunflower to Awkward Potion. Effect: Regain more health over time while on sun.
    EDIT: Kelp --> Sunflower

    submitted by /u/ElPapo131
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    A proposed change to shields...

    Posted: 31 Oct 2019 09:48 PM PDT

    Shields to me are one of those additions to the game that, like haste beacons + efficiency V and elytras + firework rockets, I can't imagine playing the game without now. However, as they are currently I feel they still leave a lot to be desired, and I have my issues with them... So here are my changes and/or suggestions:

    Rearranged the crafting recipe so it more closely resembles the actual shape of the shield item in game, using the same items from the original recipe.

    An alternative, "shortcut" recipe that is technically a cheaper alternative, makes use of a common spare item, and is also pretty intuitive.

    The wooden shield no longer deflects projectiles. Damage is still blocked, but arrows would stick out of the wooden shield like they do a player when hit.

    An iron shield upgrade. The iron shield will deflect arrows, have more durability and will not be disabled by an axe, but would take some time to draw whereas the wooden shield is raised instantly. It also wouldn't be compatible with banners.

    both shields can receive more enchantments, and they actually do something.

    projectile protection on a shield will protect you from piercing if the level of projectile prot. is equal to or higher than the level of piercing. (A piercing IV shot will hit if you're only blocking with projectile prot. III)

    https://imgur.com/a/09ZCkAF

    Edit:

    Regarding the use of iron blocks/the iron door in the photo...

    If it was crafted with ingots instead, there'd be next to no incentive to even craft a wooden one - just mine 6 more iron and skip the wooden shield entirely. The point is that its not something you can craft immediately after entering a cave, and you'd almost certainly still want to have a wooden one while mining in the meantime.

    (A separate idea of mine to this also, but I'd like to see iron doors, trapdoors and weighted pressure plates crafting recipes changed to the same as their wooden counter parts, but using iron blocks instead of planks - I have completely separate reasons for that idea, but they tied in nicely with this one too) making the alternate iron shield recipe the same equivalent cost as the wooden counterpart - and potentially rewarding players for finding a stronghold before accumulating the iron needed.

    submitted by /u/subparfauxpas
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    Mushroom Maps

    Posted: 01 Nov 2019 02:03 PM PDT

    Get a cartographer villager to master, and they will sell a map to the nearest mushroom island for a stack of emeralds and a compass.

    submitted by /u/AnAverageHumanPerson
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    Storm Talisman & New Boss Battle

    Posted: 01 Nov 2019 11:19 AM PDT

    I think we all would enjoy a fresh boss battle experience in the game. Currently there are only two (three if you count the Elder Guardians, which I don't as they do not have a health bar and are super easy if you have the correct gear.)

    So, I propose a brand new boss focused around weather, storms, and the like. He/she/it would drop a brand new item which, when used (which uses a lot of XP points and, if not enough are present, damages the player,) destroys itself and summons a storm. This is basically a way to skip the long wait and make Riptide an actually feasible method of transportation, and Channeling a feasible method for combat.

    This boss might only be able to be summoned in an untouched Ocean Monument, and the lore explanation is that this is the original purpose of the Monument, and perhaps it was built by an ancient society that worshipped the storm boss. The Guardians took over all of the monuments after some sort of revolution to "guard" it and make sure no one summoned this terrible being ever again.

    TL;DR: big bad storm boss battle, drops a magic mcguffin that summons a thunderstorm

    submitted by /u/9RFCat9
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    Let us export our custom Bedrock skins to a file, so we can use them on Java!

    Posted: 01 Nov 2019 03:43 PM PDT

    Basically, all you would do it click a button on the character creator screen, then the custom skin would be converted into a image that can be used with Java.

    Obviously this won't work with the different heights and blinking, but having the basic skin to use on another platform would be appreciated.

    submitted by /u/goldninjaI
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    End rods

    Posted: 31 Oct 2019 07:56 PM PDT

    Whenever I place an end rod on top of each other, they still have those weird bases. They look fine when it's two blocks, but more than two, it looks bad. A suggestion to change is the bases only appear when connected to a block other than an end rod to make it look smoother

    submitted by /u/Infinitanium03
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    The Axe needs more combat-oriented enchantments.

    Posted: 31 Oct 2019 07:34 PM PDT

    Although the axe is classified as a weapon, I feel that its lack of enchantments oriented towards combat make it inferior to the sword in many ways. If the axe were to get more enchantments, I believe it would be much more viable. Here are a couple of ideas.

    Charge: Increases the damage and knockback of dashing attacks with the weapon.

    Brutality: Increases the damage of critical hits.

    Crushing Blow: Critical Hits inflicts Slowness for 2 seconds.

    Decapitate: Killing a player drops their head 100% of the time.

    submitted by /u/PloopTheWizard
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    Custom Sizes for Custom Skins

    Posted: 31 Oct 2019 07:04 PM PDT

    The concept is basic, you wanna make a taller/shorter skin? Use a skin template that is suitable for your desired size through the game having basic skins for you to download and edit. And when you choose your skin (after modifying/creating a new one), you will be prompted with "what size will your character be?" Along with some previews on the size, and the arm width to help you decide.

    (Edit: I'm on about custom skins that you yourself can design, pixel by pixel.)

    submitted by /u/biver46
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    New large trees and fertilizer!

    Posted: 01 Nov 2019 02:23 AM PDT

    Oak is the only tree with a large tree counterpart using only one sapling. I suggest new large trees and fertilizer used to get specifically only large trees.

    Birch: 2 ideas for this one. First is just same as oak,second is it can be tall with small Bunches of leaves on the side going up the tree.

    Spruce: an extra tall tree with a wider range for it's leaves to go out to, obviously not as large as the mega taiga trees.

    Jungle: once again, 2 ideas. One, same as oak, two, simalar to the mega jungle trees but no branches, much smaller obviously, and won't always spawn with vines.

    Acacia: instead of being much taller, this tree will only be a little taller, but much much wider.

    Dark oak: first off, I think there should be a non naturally spawning varient of dark oak that only grows from one sapling and has the same shape as oak, and the large varient is same as oaks large varient aswell.

    Now that the trees are out of the way, here's how fertiliser would work.

    Fertilizer is crafted with a 5 bonemeal in a cross shape with rotten flesh in the corners.

    In most cases it's the same as bonemeal, whether it's crops, or just growing grass, but when it comes to saplings it will always make it the large varient of that tree.

    I think these would be good features since the large trees would add a little bit more variety to the game, and the fertilizer would make it much easier on builders to get large trees in creative or survival mode.

    What do you think of this idea? Please let me know in the comments. I have posted it to the Feedback Website so if you think it should be added please go vote for it there.

    submitted by /u/CAAPlayers
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    Alchemy Rewrite as Discussed in u/CLtheman1's Live Chat About Blue Nether Wart

    Posted: 31 Oct 2019 07:30 PM PDT

    Thank you u/CLtheman1 for hosting the live chat and for the suggestion that I make a post dedicated to this.

    TL;DR - The brewing system needs to be rewritten to give players a way of earning advancement through alchemical skill. I have no idea how to paraphrase the essay I just wrote

    Before the Livestream, I didn't really think that the alchemy system needed to be redone, but after discussing some ideas as to what blue nether wart (BNW) could be used for, it struck me that alchemy could very much so use a rewrite.

    This was originally based on a color wheel, but in place of colors, there are the many different effects present in the game. For a simple representation, check out this diagram that I tried to draw. A better representation would be the diep.io upgrade wheel. There would be two wheels, one for positive effects and one for negative effects. The basic idea is that there would be a basic ingredient used to achieve an Awkward or Confident potion (more on this later), then a second ingredient to gain a basic effect with a third ingredient used to gain a complex effect (more on this later). After that, you could add things such as glowstone, redstone, dragon's breath, or gunpowder as normal to create various types of potions.

    This rewrite is an attempt to standardize the potion-making process and turn it into something the player has to earn and experiment with to get the most out of. Like cooking, potion-making should have fairly standardized steps and expectable outcomes rather than being a toss-up or a complicated and messy jumble of items. With standardization, it makes it so that a player unfamiliar with the system is able to experiment and document different outcomes with different ingredients. The way potion-making works now does kinda achieve this, but it could be improved, as currently, it's just a messy tree that the devs continue to pile more stuff onto rather than make it a comprehensive and logical process that is designed with the possibility of more/new types of potions/effects.

    But first, let me explain BNW's place in this rewrite. Originally, it was to be an extra ingredient similar to glowstone or redstone; you'd use it to give the primary effect of the potion level 4 potency, but also gain an effect that's dependant on the primary effect's place on the wheel. The example I originally came up with was that the secondary effect gained would correspond to the effect to the left of the primary effects direct twin on the opposing wheel.

    So, for example, let's say that the Healing effect is to the left of the Regeneration effect on the Positive Effects Wheel. If you use BNW on a Potion of Wither (the opposite of Regeneration), the resulting potion would give Poison IV and Healing IV.

    Now, you may think, "why not just give it a random secondary effect?" Well, having it grant a randomized effect isn't really standardized. It makes it unpredictable and doesn't make the player feel like they can document and experiment with different outcomes. Plus, if potions are made stackable (something that really should be in the game), this makes it so that these potions are stackable as well.

    While this idea, I think, is cool and should be added somehow, it also doesn't fit with the fact that Nether Wart is a base ingredient, thus meaning that BNW should be as well. For this, someone suggested in the Live Chat that Nether Wart be used for negative effects and BNW be used for positive effects. They would make Awkward potions and Confident potions respectively. I like this idea better, personally, because it further standardizes the potion tree. This will be the role of BNW going forward in this rewrite.

    In the rewrite, certain effects (such as swiftness, slowness, etc ) would be labeled "basic effects" (or something similar) and other effects (such as wither, feather-falling, invisibility, night-vision, etc) would be labeled "complex effects" (or something similar).

    To document your results, the player will need an Alchemy Journal, which is a book made using a Book'n'Quill and a glass bottle. You either hold the book in your inventory while crafting potions or place it on a lectern nearby. A little UI prompt pops up to tell you when you record a new recipe. Potion recipes can be found throughout the world, like in village apothecaries (new building), dungeons, strongholds, and as rare drops from witches (more on recipes in a minute).

    To make a potion with a basic effect, the player will need water, a glass bottle, the two correct ingredients, and a cauldron. This way, the cauldron is more than just a glorified way to store water, instead having it be the core tool in potion-making it should be. It also gives players that haven't made it to the nether yet a way to brew potions if they somehow get a nether wart/BNW specimen (witch's hut reward?). Plus, it makes more sense for witches to have a cauldron in their hut if the cauldron is actually used in the brewing of potions. Maybe in the witch's hut, you can now find a cauldron with either nether wart or BNW along with a chance to find a single potion with a basic effect or a potion recipe.

    To make a potion with a complex effect, the player will need water, a glass bottle, the two correct ingredients, a cauldron, a brewing station, and a potion recipe. The player follows the recipe, first making a basic potion with the cauldron, then adding the third-tier ingredients to the potion using the brewing station, giving it the complex effect. The recipes can be like, "take either a potion of X OR a potion of Y and add Z to it to get a potion of W" or "Mix a potion of X with a potion of Y to get a potion of Z."

    Without the proper recipe, the potion cannot be made. This makes it feel as though potions have some value to them as well as giving the player something to work towards or search for. Of course, complex effects would be given a small buff (like raising Regeneration I from 0.2 hearts a second to 0.3 hearts a second, Regeneration II from 0.4 to 0.6, etc) to make it more reasonable that one would want to search them out. It would be a point of pride for a player to be able to craft all these different types of potions, akin to having fully enchanted gear. A player can also copy recipes with a piece of paper and a lectern. This makes it so you can share recipes with other players, who can take the copied recipe and place it in their own alchemy journal. This also makes it so that people can steal each other's research recipes by either swiping their journal or sneakily copying a recipe.

    There might be a way for players to learn recipes on their own, but I have yet to think of a way that doesn't involve looking at a game wiki or giving the player RPG-like stats. If you have any ideas for how this might be better implemented, please throw them up in the comments :) ! Again, the idea is to have the player experiment and actually earn their place as a master alchemist, not just look up the ingredients on a game-wiki.

    I believe this is it. Sorry for the long post :(

    If I remember some detail that I forgot, I'll edit it in! If you catch a grammar or spelling error, please tell me! I proof-read this, but I am far from infallible.

    submitted by /u/OberonFK
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    Fashion

    Beauty

    Travel