FlowerChild wrote:I think I got the gist of most of it (maybe?), but if you feel strongly about any of them I'd really suggest bullet pointing them and avoiding the explanations of why you're suggesting each, or the pros and cons involved.
Hokay, attempt #2;
EDIT: Apparently, the forum doesn't like using spaces for indents... I'll try using tildes instead.
= Villager Slavery
- Put a breeding harness on a villager to 'enslave' it, probably requiring weakness potion first.
- Enslaved villagers will, if a crafting table or anvil is adjacent to them, look for items nearby to craft with.
~> You could also add a 'whip' item that could be used in a dispenser to force the villager to search for items, instead of it being passive.
~> Recipes craftable using villagers would generally be themed towards 'processing' recipes, such as hemp fiber => rope, canes => wicker, wool + wicker block => wool blocks, etc.
~> Possibly, the recipe set available to a particular slave would be dependant on its previous villager type and level. Example; Peasants could mix non-meat foods together, (like cake batter) blacksmiths could make tool/armor intermediaries like plating and hafts, butchers could use shears to cut leather and mix meat-based foods, etc.
~> Also possibly, slaves would need either significant rest or feeding with vegetarian foods, otherwise they will die of exhaustion.
- A spin-off idea I had for this feature was to make peasant villagers pick up empty buckets in their vicinity, then look for cows to milk in the nearby area. Because they love tossing the milk so much. They'd also still try to toss the milk at slaves, though said slaves would be unable to toss it back, to make it easier for you to take their milk from them.
= Statues
- Statues would replace mob spawners, and there would be one statue for every mob type in the game.
- Statues would have certain effects in a large area around them when activated.
~> The 'default' behaviour for a statue would be to bias mob spawning in the affected area towards the statue's mob type. Mobs spawned from this bias would also use a separate mob cap then the normal hostile mob cap, if the hostile mob cap is full.
~> Most statues would spawn activated.
~> When broken, a statue will become deactivated/'Inert', causing it to be purely aesthetic until activated again.
~> Specific statue ideas;
~~+ Bat statues would cause hostile mob spawns in the area to sometimes spawn as 'Vampire Bats'
~~~^ Vampire Bats would be neutral to the player unless attacked, which causes all vampire bats in the area to become hostile ala pigmen. They will also occasionally bite passive mobs. Can also be possessed, causing them to transfer their possession to animals they bite. Also, normal bats that are possessed will turn into possessed Vampire Bats.
~~+ Player statues would spawn inert and, when activated by a player, would bind the statue to that player.
~~~^ Binding the statue to the player would remove previous bindings that the player has had, such as the SFS beacon and other Player statues
~~~^ The statue would keep an area around it chunkloaded as if the player that activated it were standing at its location, for one hour or a specific number of MC days after activation.
~~~^ Possibly, nearby mobs would also try to attack activated player statues, causing damage to themselves and the player the statue is bound to if they successfully manage it.
~~~^ Player statues would only spawn in world gen Burial Mounds, which spawn in Taiga and Tundra, and player statues would spawn in them rarely. These Burial Mounds could also spawn other special statues, as well as normal loot for a desert/jungle temple (though less of it)
I'll just skip the Railways section, since that was discussed IRC enough that I don't think I really need to bullet point it.
FlowerChild wrote:DiamondArms wrote:The ability to rename things, like in a vMC dead weight.
Why? Seriously. I've never understood that feature or the desire for it.
Personally, I've always wanted to make a factory that automatically renames my Hearty Stew to Soylent Green. Probably using ink sacs to do so. It's really just an aesthetics thing, though.
Maybe could be interesting if you could set detector blocks to a mode that only activates on a named item of a specific name, maybe? That would be neat. Probably not worth adding, but still neat.