Mod / Plugin Ideas Thread

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Mod / Plugin Ideas Thread

Postby Chrisknyfe » Wed May 16, 2012 12:34 am

I'm bored at work, and my mind is full of ideas right now. Post yours too!

Note: I'm not filtering these mod ideas for feasability. When the official Minecraft Mod API comes out, nearly anything will be possible.

  • A "ghost girl" mob, reminiscent of Samara from the ring. You can attack and kill her and she might drop diamonds or ghast tears, or you can tame her with bread and she'll build a small well where you can visit her and have your health restored.
  • "Ophanim," a boss mob. Based off of the boss Orphan from FFXIII. Starts out as a wall decoration, right click it with a diamond to activate the battle. It's a timed battle, so the faster you kill it the greater the reward you will get!
  • A Rubber Mallet, craftable from rubber and sticks, which you can hit blocks with to push them over one meter. Works for chains of up to 16 blocks (just like pistons,) but also works on Obsidian.
  • Customizable Equipment, which gives you a grid GUI for each weapon or armor (hold in hand and hit a special key to open up the weapon's customization grid.) Inside the grid you can place upgrades which make the item stronger (like enchantments, but configurable on the fly.) Effects would stack with enchantments.
  • The "Eternal I" enchantment, which makes items unable to be destroyed by throwing them into fire, lava, cactus or the void, or by having them de-spawn after being dropped for five minutes. Useful for weapons you want to keep forever (even if you die,) or magical artifacts that server admins might want to keep around forever. Additionally, if this is thrown into the void, it will either teleport on top of the nearest block in its chunk, or just teleport to the top of the world (meaning it will fall forever.)
  • Quantum couplers. Made in pairs, they have a unique ID which they both share. You could place these inside wireless redstone recievers/transmitters to couple them, or place them inside of a teleporter/portal block to set the destination. You could use one coupler in a special compass which points to the other coupler.
  • See-through portals, like in Portal. This is an old technique used in many games to simulate mirrors, now we just need to be able to store information about the portal destination and voila!
  • "Foldable" diamond tools. Convert diamond tools into more powerful upgraded tools by throwing more diamonds / obsidian into the crafting table with it. Think "folding" as in japanese swords: the more times the steel is folded, the stronger/sharper the blade becomes.
  • Paintable capes. Client-side, a player defines a 2-dimensional area where they will lay out their cape using minecraft blocks. When they're done, they can activate the area with a cuboid-drawing tool, the plugin will convert the laid-out blocks into a texture, and a new cape will be given to the player.
  • Difficulty gods (like from the game Bastion): upvote / downvote specific server features (would change backend config files and database entries on the fly based on the users' votes.)
  • Zeppelins that cost fuel and are more difficult to craft, for SMP. We can dream, that's for sure. My hopes and dreams lie with the Bukkit team at this point.
  • Blocks that can only be destroyed from one side. Good for anti-grief protection. Would not be cheap to make.
  • Custom player-made portals that work exactly like the glowstone portal from the aether, that obey Multiverse world scaling.
  • Decorative blocks, like Vases, statues, fancy pillars, item / armor showcases (JUST like Risugami's mods,) a variety of wall trophies...
  • Chairs that actually look like chairs.
  • Placeable mob heads. Kill skeletons and take their skulls for your skull throne.
  • Enderman colonies in the overworld. They would steal blocks and make their own little structures.

    From the "More ores" thread:
  • Gems that just look pretty - redpower is on the right track with emerald, sapphire and ruby, but I want pretty blocks that are iridescent, semitransparent, glowing, or sparkly. The flashier and the greater the variety, the better. This way, structures that shimmer could please your optical nerves like minecraft has only done so far with enchanted items and end portals. Quartz and bismuth are pretty, for instance.
  • Underground tar, craftable into rubber balls / blocks, which are craftable into the rubber mallet. The rubber mallet can push blocks over by one meter, much like a piston can. However, the rubber mallet can also push obsidian, so if you have obsidian but no diamond pick on hand you can use a rubber mallet to fix any mistakes you might make while making a nether portal.
  • A block that is only breakable from one or two sides. I've typically advocated this as a mod, to allow players to create structures that are more difficult to grief (natural anti-griefing without needing cuboids.) Now that I think about it, I would implement this as a very dark-looking magnetite, very difficult to break from four sides, but easy to break from two opposite sides. Natural anti-griefing.
  • I'm stretching the definition of "ore" a bit here, but skulls or fossils you find buried in dirt would make for an interesting aesthetic. Perhaps skulls could be worn as helmets, fossils could be crafted into bone armor (because leather armor is too rare for the amount of damage it absorbs, so bone armor could have the same armor value as current leather, and leather could be bumped up to an armor value between bone and iron) and don't tell me you've never had the urge to add skulls to your skull throne. I want a skull throne.

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Re: Mod / Plugin Ideas Thread

Postby Chrisknyfe » Thu May 24, 2012 12:40 am

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Re: Mod / Plugin Ideas Thread

Postby Unholypimpin » Thu May 24, 2012 7:54 pm

I think a shielding plugin would be cool. Like for example you can craft an inventory item that as long as its in your inventory you gain a shield and any damage you take wont make a hit sound or make you flinch. The shield wont protect you from any damage unless you have redstone in your inventory. 1 redstone = 1 or 1/2 a heart worth of health, so each time you take a hit redstone gets used depending on how hard the hit was. so if u take 4 hearts worth of damage you lose 4 redstone in your inventory. while shielded you can nolonger drown but take 1 redstone per 5 seconds in water. Damage from hunger pierces through the shield but expends no redstone.
this would be a cool plugin imo, though it doesnt exist yet =[
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Re: Mod / Plugin Ideas Thread

Postby Chrisknyfe » Fri May 25, 2012 7:11 pm

Good point, why doesn't EE have a shield item that runs on EMC?

  • Mendel's Villagers: villagers with a variety of genetic traits that determine everything from their appearance to their AI.
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Re: Mod / Plugin Ideas Thread

Postby Chrisknyfe » Fri Jun 08, 2012 1:58 am

  • Governments plugin: a new factions plugin that allows the clan leader to implement a government within their faction. Feudalist states have a hierarchy of classes, each of which appoints the class below it and has complete control over the land within its fiefdom (hierarchical land ownership.) Communist states mean that everyone shares all land and resources equally. Capitalist states do not allow sharing of land and resources, only the trade of land and resources, and ownership/moderatorship of the state is determined by the number of purchased shares of the state.

    shit, this is hard to imagine. I'm not entirely sure I understand what each form of government actually is.
    There are three variables when dealing with a government/clan to consider:
    - Player inviting / kicking
    - Land ownership
    - Resource ownership

    How can a communist state even work? How do you implement "everyone shares the resources equally"? Does that mean that all ores/resources automatically get popped into a communal inventory, and then distributed to each clan member? Forced sharing requires some magic.

    Feudalism is easy to implement - land access and chest access are controlled by individual players, and some players lord over other players (so that they own whatever their sub-player owns.)

    Capitalism is also easy to implement: land access and chest access are controlled only by individual players. Trade commands can be implemented, so can the clan-share ownership.

    Where does a "democracy" fit in here? Isn't it just a voting system that can co-exist with the other systems here?

    What about a republic? An admin would be voted on, and moderators would also be voted for. The admin can claim and declaim land, and moderators vote on resource distribution (need to implement a resource system that allows for government control.) Admins and moderators can both add/remove players from the clan.
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Re: Mod / Plugin Ideas Thread

Postby Chrisknyfe » Thu Jul 26, 2012 9:54 pm

  • A tnt-powered cannon block. The more TNT you use in its ignition chamber, the farther your chosen ammo goes. You can fling any kind of block, including TNT itself. Comes with craftable canonballs (cobble for some damage, iron for more damage.) Will be able to rotate and pan upwards/downwards.
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Re: Mod / Plugin Ideas Thread

Postby Unholypimpin » Thu Jul 26, 2012 10:29 pm

Wander/guard mode for pets
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If its possible we could add a new guard/wander mode for all pets which allows them to run around your house but have a 20 block leash from the position they were at when they had this mode activated. This mode stops their teleporting and allows them to walk around your builds and attack intruders but if they more than 20 blocks away from their leash they run back to their leash point and wander around again.
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Monster Chain
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An item you can craft that allows you to tame any non boss non animal mob. These creatures will obey you but require animal blood as payment to remain in your control. Every 2 actual real life days you must give each monster you tamed 2 animal blood or else they will become untamed and teleport to you and try to kill you. To get animal blood you must kill an animal with a axe and that animal has a chance to drop a blood vial. When tamed mobs are 30 minutes away from becomming untamed they turn red. Each blood vial gives them +1 day of being tamed.
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Magic Carpet
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You can craft a magical flying carpet out of red purple blue black and white wool and diamond in the middle. Put this carpet in your inventory and it allows you to fly at the cost of magic dust. Magic dust is created from mixing glowstone dust, 1 gold ingot and redstone. You get like 20 magical dust each time you craft it. every 30 seconds of flight costs 1 magical dust and allows you to fly like creative flying. to activate flying mode you must have the carpet in hand and right click. Once you right click you can use other items but you must keep your carpet in that slot. If you are hit on your carpet there is a chance you will be dismounted so you gotta reactivate your carpet quickly to fly again.
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Re: Mod / Plugin Ideas Thread

Postby Unholypimpin » Thu Jul 26, 2012 11:13 pm

Poltergeist mob
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This is a new flying monster that spawns in forests or can spawn at night. This monster shoots out slow moving seeker missiles that deal half a heart of damage and pull you to towards the Poltergeist. Once you reach the poltergeist it will trap you in the air and deal half a heart of damage per second. The poltergeist will only stop this attack once you take 4 hearts worth of damage or you kill it. This monster drops 2-8 magical dust on death and a chance at dropping an essence of evil. Essence of evil can be used for crafting something or instantly give 2 hearts of health back but has a 40% chance to deal 1 heart of damage to you.
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Void Walker mob
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This mob is similar to the enderman but does not take blocks and is always hostile. This mob has a small chance to spawn during the day but vanishes during the night. This mob hostiles if you are 8 blocks or closer to it. This mob will randomly teleport in front of you if you move atleast 3 blocks away from it. Void Walkers vanish if they enter and area that is dark enough to spawn regular monsters. A vanishing Void Walker drops nothing so if you want to farm void walkers make sure its in the light. Void Walkers drop 1-4 magical dust and have a chance to drop Void Prisms. Void prisms can be used for crafting teleporter blocks or when consumed they can have a 40% chance to grant you invulnerability for 5 seconds
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Magical Dust
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This is a craftable item or can be dropped by certain magical monsters. Magical Dust is the energy used for spells and magical objects. To craft it you need to 3 glowstone dust , 3 redstone and 1 gold bar. When you craft it you get 20 magical dust.
Some Possible spells
-fireball costs 1 magical dust and shoots a ball of fire that deals 2 hearts of true damage over 4 seconds the fireball travels up to 6 blocks and then dissipates. Additional fireball damage does not stack, this stops fireball spam.

-high jump costs 2 magical dust and launches the player 8 blocks in the air and in the direction and momentum they were traveling at.

-mist wall costs 5 magical dust and creates a wall of mist 4 blocks in front of the player. This wall expands 6 blocks wide and expands 6 blocks high. This wall stops projectiles and only allows the caster to move through it. Monsters and other players get stuck if they try to run through the mist. This wall lasts 10 seconds or until another mist wall is casted

-magic bridge costs 10 magical dust and creates a magical bridge in front of you that expands 5 blocks wide and 10 blocks long. The bridge lasts 30 seconds and can only be built across air, any blocks obstructing the bridge creation will not be replaced by the magical bridge.
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Re: Mod / Plugin Ideas Thread

Postby Unholypimpin » Sat Jul 28, 2012 7:10 am

Some more spells
=============================================================================================================
Black Hole costs 10 magical dust creates a black hole 6 blocks in front of you which takes 3 seconds to form, after the black hole forms it sucks in nearby players and monsters within 6 blocks of the black hole. Anything caught within the singularity take 1 heart in damage per second, the black hole lasts 4 seconds and once it dissipates it will eject all contents away from it.

Magic Shield costs 5 magical dust creates a magical shield of energy around yourself. This shield absorbs 5 hearts of spell damage and or lasts 20 seconds once the shield ends you cannot reactivate it for 15 seconds

Levitation costs 10 magical dust this spell makes the caster hover 1 block in the air and allows him/her the ability to walk over water and if the caster falls while under this effect they fall slower and take no fall damage. In addition the caster always moves faster than walk speed but slightly slower than run speed. You cannot run while under this effect and this effect lasts 2 minutes.

Shadow Clone costs 15 magical dust creates a shadowy clone of yourself for 15 seconds. This clone can either be used to help you fight or help gather resources. When gathering the clone allows any tool to count as an axe shovel or pick and give +1 drop. If you get attacked the clone teleports to your attacker and or the target your hitting and starts hitting it for 1 heart of damage per swing, minimum damage is half a heart. this clone has 20 hearts of health but doesnt benefit from your armor.

Divine Worker costs 20 magical dust increases the casters block placement range by 10 and stops them from being able to walk off blocks (like if you always had sneak on), but you may still jump off blocks. In addition you cannot be crushed by falling blocks. Lasts 1 minute and 30 seconds.

Teleport costs 5 magical dust Teleports the caster to where their crosshair is pointing. In addition your movement speed is increased by 50% for 3 seconds after the teleport.

Divine Sight costs 5 magical dust allows the caster to see in in dark places including under water. In addition you can see precious mineral veins through solid stone if they are within 5 blocks from you. Last 2 minutes
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Re: Mod / Plugin Ideas Thread

Postby mary12632 » Sat Feb 16, 2013 2:09 pm

We need spells back! It was soo much fun when we had them!
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