i still think the more time mobs spend around redstone they should get more and more mutated and vicious towards you
I think that mycelium (The fungi-like growth in mushroom biomes) should be able to grow underground like real fungus does.
Currently it dies without light. I like the idea of finding a cavern coated with the growths.
I think the way the breeding thing could be implemented would be by using a system similar to how enchantments work with tools and armour, and require using a book to prompt the character to write down their "analysis" of the mob, which would reveal it's health, potential drops, "corruption" and other traits (both "current" and "to pass on", the latter being what can be passed on to the offspring), and breeding mobs with similar beneficial traits would yield mobs with stronger versions of said traits.
For example, back to sheep; after feeding two Sheep with Glistering Melons, you check the mobs and see that they both have "Midas Fibres 0", the beginning version of the trait that doesn't yet have any effect on the mob just yet. Breed both Sheep, but make sure that the two Sheep don't share any Relation (which is determined by checking one mob then another of the same type, checking if they're Related somehow). If successful, the resultant Sheep has Midas Fibres I, which increases the chances of it dropping a Golden Fleece when sheared. However if the two parents WERE related, the Midas Fibres trait stays at 0 and the lamb has Corruption 1, which essentially weakens any useful traits and increases in intensity as inbreeding continues. Thankfully Corruption in future offspring does decrease if the parent mob is bred with a mob without Corruption.
Concerning traits, I think that there'd be two varieties; dominant and recessive. Dominant traits would be rare, expensive to produce, and for the most part highly useful, and would be guaranteed to be passed on to future generations even if one of the parents doesn't have the trait, though they'd still decay a little if Corruption comes along due to inbreeding. An example would be the Midas Fibres, which could be enhanced by a single level using Glistering Melons and upgraded by several if Golden Apples are used.
Recessive traits would be rather commonplace, and could only be passed on if bred with a mob that shares that trait, and for the most part can only be improved by direct intervention using food items and resultant "mutagens" (sounds a bit Witcheresque upon retrospect). Most recessive traits are cosmetic, however, and the few that have real effects aren't as useful as you'd think. Corruption is the iconic recessive trait, and can be avoided/weakened via proper non-incestous breeding.
All in all it wouldn't really be as complicated as you make it out to be; it'd be like mob-based Alchemy, used to create valuable livestock and yield different drops and/or behaviours from your mobs. In a way it's already present in the game, concerning cats and wolves; breeding tame versions of those mobs yield tame pups/kittens that work with you. Currently the farmyard mobs, the chickens, pigs, cows and sheep, are for the most part wild even when born in the pens, and don't share the benefits of being tame; hell they can't even be properly tamed except when they follow you as you carry wheat around. Once it's possible to induce actual domicility and control over the famryard mobs, in other words making them tame, one could in theory truly begin a selective breeding program to yield specialised versions of mobs.
Honestly, I think worrying about inbreeding with the animals in Minecraft is pretty redundant
Corner stairs is a must
Chunks of ore that are bigger than regular sized ore. Diamond big ore yields 2 or 3 diamonds. Coal big ore yields 2 or 3 coal. Redstone same thing. Smelting required ore will yield 2 ingots
This isn't a crafting idea but I think it would be sorta cool, but if anyone has played fallout or skyrim you would know that you can wait a certain amount of hours. I could see this working with minecraft easily.
Being able to change the time would be kinda neat; perhaps build a contraption of Redstone and Obsidian, then add a clock to create the "time machine", which when activated can change the world time either backwards or forwards, though it'd be more like controlling the motions of the sun and moon more than wholesale manipulation of time.
That'd probably be the SMP method, though maybe a deployable Armchair could act as a decent place to rest for a few hours in singleplayer.
Eggs should be scramble-able in a Furnace.
Being able to eat Seeds might be handy, though i'd rather use them as a Bait item for fishing, which badly needs an update of some sort.
SMP needs a lot of fixing and tweaking. Badly. Playing on your own server feels like playing on a TF2 server with at least 900 ping, no exaggeration. Some sort of better network prediction along with some optimization (why the need to send 50 packets a second to tell that a chest is open when you can just send one packet for when it opens, and one for when it closes?).
Then they should work on the modding API and new content.
You should be able to enchant pieces of paper like a normal tool but with only one enchantment each. You could then put them together to make a book which has all three enchantments which could be transfered onto a tool. That way instead of spending hours grinding for exp only to end up with a shit enchant and a wasted tool you can just use it on paper until you have what you want.
Readable and writable books, I know there's a mod for this already, but I'd love to see it ingame, plus it would add a use for those rather pointless stronghold libraries.
they squeal when they enter sunlight and try to run to where its dark
If they do implement readable books to find in the Stronghold, they'd probably need to hire a writer, even though one of the biggest mistakes that some game companies make is that they bring in the writers when the game is almost done, whereas they typically should have the writer onboard right from the start.
In MC's case, story didn't come into it until far later; it was a sandbox with hell, Slendermans and a dragon. Concerning story, it shouldn't JUST be told through text and that; it should be told through structures and paintings, the environment itself oozing narrative as well as the books. Game narrative, and I use that term importantly, is different from the narrative in books where the story is told through words and maybe the occassional picture, and it's also different from movie narrative since, despite sharing the strong visual components of film as well as the potential for mise-en-scene (in the scene, using the scene to tell the story), game narrative isn't usually linear.
Basically, there should be structures that suggest certain things, like finding the idol of a goat in the churches of certain villages, indicating that the villagers worship the Black Goat, or discovering an old abandoned castle with a crown-wearing skeletal form lying on the throne with a sword sticking out of it's chest, a scene that tells the tale of a royal assassination. Books could be used as well, though they shouldn't be overused since not everyone wants to read all the time. (can't imagine why...)
Hiring a writer would probably be a good idea, considering how many people just laughed at Notch's deep philosophical ending.
Indeed; the ending shouldn't even have been an ending at all. It should've precluded an event that changed the game, like the death of the Enderdragon allowed the real dragons, the Red Dragons, to spawn again. If anything, the world of Minecraft NEEDS stories to tell, and not just the ending story where the universe talks to you.
Y'know, i'd like it if the Enderdragon was simply the first boss, and that the player would need to seek out the other bosses as a goal for them to pursue.
Like I said before, there could be books scattered across the generated world, with diaries and stuff hinting to the lore of minecraft. I've always thought that there was an ancient pigmen civilization that is long lost, and the only remnants are the scarred zombie pigmen in the nether.
And furthermore we could use some books to tell the player what to do without having to look it up.
And don't forget that killing the bosses should bring genuine change to the world(s), like allowing certain mobs to spawn (kill Enderderg, Red Dergs will have a chance to spawn in the world), permitting access to new realms (destroy the Moon Beast and you can use it's heart as the engine for a machine that transports you to the Moon), unlock new allied or utility mobs (the seeds dropped by the Creeper Queen can allow you to spawn domesticated Creeper Sprouts), and so on.
In effect there should be bosses to fight, and killing them should change the game in some way, shape or form other than a lot of XP and a pretentious "ending". A sandbox shouldn't really need to have an ending; it should instead have game-changers that shake things up.
Maybe some secret ritual or tactic to summoning these bosses could be discovered via stronghold library books.
Also, like I've said before, I'd like 'Elite' mobs that drop varied rogue-like styled loot
For example, lets say you have an 'Elite' Skeleton Warrior in a stronghold somewhere. It is set for him to have a 50% chance to drop a Stone Sword.
50% of the time the stone sword will be a "Cracked Stone Sword, and besides the name it will have durability damage and will deal less damage than an average sword. 40% of the time it will be regular, and 10% of the time it will be an 'Enchanted' sword to have a unique bonus to it, like Sharpness 1 or unbreaking.
So much shit I've seen in mods I wish that Jeb would incorporate into Minecraft proper.
That fucking Zipine Mod for starters, it's fucking genius.
Better than Wolves mod, it has a fucking windmill and watermill.
I won't bother with "It's unrealistic" because I know everyone's reaction to that, but goddamn if it isn't fucking balanced at all.
Aye, that'd be cool. Also what do you think jon's doing with the Villager AI at the moment?
Good I guess. Although I think it's a good thing that they're making the villagers less retarded... like always, I would prefer them to attend to some of the things they've said they'll implement but they haven't. I'm tired of them coming up with new ideas while ignoring old ones. Granted, fixing the things that already exist is a good priority too.
Adding shops is probably a really late idea. But yeah, that's a necessarity if we want to keep SP interesting.
I understand this; give more depth, more dimension, to the NPCs. I still think they shoulda been pigmen or humans like Steve; these Caveman Squidwards just rub me the wrong way.
When you involve people so deeply with the development of a game like this, development never really ends. Then again, development rarely ends for most games in general; what with the DLC and expansion packs, and any game in modern times for which development ever really tries to end... Well, it's kinda dead and unfinished, isn't it? Nothing is worse than a game that is both dead and unfinished.
And for some reason I read all of this in Garrus' voice.
I think it's a real shame that they decided with these new villagers instead of the pigmen.
The pigmen would have been both amusing, and a better explanation for the zombie pigmen in the nether. Notch probably forgot all about those :(
I'd prefer different species of villagers in different biomes. So in plains villages you could have pigmen, squidwards could be in mountains, ape people in jungles and maybe some kind of insect or lizard race in deserts. They would need different architecture as well though.
that would be pretty cool.