[original ideas for new tools]

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bosapara
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[original ideas for new tools]

by bosapara » Post

I am looking for original ideas and functions for tools: shovel, axe, pickaxe, sword and more.

Several already exist, such as:

[Lava Pick] (burn ore / block, give an example: default:steel_ingot)

[Shovel with silk touch] (give us an example: default:dirt_with_grass)

[Pick with silk touch] (give us an example default:stone_with_coal)

[Axe TreeCapitator] (dig full tree)

[Pick Ore Detector] (can detect all ore when we punch on RMB an example)

[Pick Fortune] (give more ore with some chance)

Image

All ideas that do not upset the game balance are accepted.

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Festus1965
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Re: [original ideas for new tools]

by Festus1965 » Post

picke-axt that:
* throws fire sometime like hit ... and if nearby set a coal in fire
* breaks as can happen, demage the owner
* tool slopes from the stick, maybe backward and stuck in some rock, tree or other person, upps
* to tired, hit own feet
so far ...
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durtective6
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Re: [original ideas for new tools]

by durtective6 » Post

I think that, to sort of mirror the pickaxe side of it, perhaps there could be axes that could:
-Give an extra log (to mirror fortune picks)
-Turn the logs straight into planks (to mirror the lava pick)
-Maybe an axe that gives a chance to get sticks and/or apples (more often) from leaves
I'll probably edit this post if I think of any more, I just wanted to get these ideas down.
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DrFrankenstone
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Re: [original ideas for new tools]

by DrFrankenstone » Post

[Axe with Reach] An axe that has extra long vertical reach - you still have to chop a tree manually but with it you can chop down the tallest trees.

A Minecraft player suggested to me it should have normal horizontal reach so it can't be abused in PvP, though I'm not sure if that matters in Minetest as I don't get involved in pvp so don't know how/if it's balanced in Minetest.

aka long-handled?

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ShallowDweller
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Re: [original ideas for new tools]

by ShallowDweller » Post

Not sure if the engine allows those, but...
Stun Sword: reduces the hit entity's speed to 0 for 1~3 seconds (to make them unable to move?)
Dread Sword: inverts the hit entity's speed vector (causing them to move in the oposite direction?) for 2~5 seconds

Eco axe: may cause tree logs to drop saplings
Eco shovel: may cause the dirt blocks to drop a duplicate of the plant above it (to speed up flower farming now that the flora group spreading has been nerfed) example: if there is a tulip on a dirt block and you dig that dirt block with this specific shovel, the dirt block may drop dirt and a tulip (plus the tulip that was uprooted, giving you a chance to obtain a dirt block and 2 tulips in total) I hope that made sense...

Would a multi-purpose(did I spell it right?) tool be possible?

Pick-shovel-axe (pishax?): faster dig speed for blocks mined by pickaxe, shovel and axe alike, having 50%~200% more durability than a pickaxe OR shovel OR axe of the same material. Crafted by combining a pickaxe with a shovel and an axe of the same material. Example: steel pickaxe+steel shovel+steel axe = steel pishax (steel pickaxe-shovel-axe?)
There was a minecraft mod that added a tool like this and was a huge space saver, specialy in adventure mode where the player can't punch trees, dirt and sand and some sandbox games have a tool meant to dig more than one type of block to save inventory space.

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Re: [original ideas for new tools]

by Krock » Post

[Sword of the dead] Deals 15 damage to the opponent, but with a 10% risk of being damaged by 15 as well.

[Punchback sword] Teleports the opponent 10m away (any direction) into a free "airlike" spot.
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Re: [original ideas for new tools]

by Astrobe » Post

[Crater Shovel] removes all crumbly nodes in a 4m radius.
[Bloodthirsty Sword] gives a chance to heal the wielder when used.
[Flying axe] is thrown. Deals damage if it hits an entity/player, drops the node if it hits a choppy node. Returns to player's inventory/hand if it hits. If it hits nothing (goes out of range), it is lost. If it hits non-choppy node, it is substantially damaged (wear).
[Stairway pick] digs stone into stairways or removes stairways (I bet this one has been done before).

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Re: [original ideas for new tools]

by PolySaken » Post

[Splinter Sword]: Sword made from some splintery material like bone that does more damage based on how much durability is lost
[Lucky Find]: Pick that can sometimes get ore from normal/desert stone (even when there's no ore)
[Velocity Blade]: Sword that does more damage the faster the wielder is moving
[Shifty]: Sword/Knife that does 150% damage from behind, maybe even 200% if sneaking (think tf2 spy)
[Earthworm Pick]: Really fast pick that is balanced by having it destroy blocks with no drop
[Leverage]: Sword that has relatively low damage but ignores armor
[Scythe]: Slow weapon that can harvest large areas of wheat, cotton, or papyrus by right-clicking
[Glowing Pick]: Uses a wieldlight to make the user glow when held, good for mining

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Hugues Ross
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Re: [original ideas for new tools]

by Hugues Ross » Post

[Swap Glove]: Punch any node to select its location, then right click any other node in the world to swap the two nodes locations (including metadata, inventory, etc)

Something like this could be a very interesting mechanic, could let you do something like swap a furnace from your house into a cave that you're mining in, load it with ores, then swap it back into your house for instance. Could also be useful for re-arranging chests and machines, and I'm sure there are plenty of other creative uses for such a tool.

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PolySaken
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Re: [original ideas for new tools]

by PolySaken » Post

Hugues Ross wrote:[Swap Glove]: Punch any node to select its location, then right click any other node in the world to swap the two nodes locations (including metadata, inventory, etc)

Something like this could be a very interesting mechanic, could let you do something like swap a furnace from your house into a cave that you're mining in, load it with ores, then swap it back into your house for instance. Could also be useful for re-arranging chests and machines, and I'm sure there are plenty of other creative uses for such a tool.
That's a pretty cool idea. I had a similar idea a while ago to make a tool that allows you to pick up one block and replace it anywhere including all metadata and inventories no matter the block type.

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ShallowDweller
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Re: [original ideas for new tools]

by ShallowDweller » Post

Hugues Ross wrote:[Swap Glove]: Punch any node to select its location, then right click any other node in the world to swap the two nodes locations (including metadata, inventory, etc)

Something like this could be a very interesting mechanic, could let you do something like swap a furnace from your house into a cave that you're mining in, load it with ores, then swap it back into your house for instance. Could also be useful for re-arranging chests and machines, and I'm sure there are plenty of other creative uses for such a tool.
This! We need this. I hope the engine allows that <3

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Re: [original ideas for new tools]

by Red_King_Cyclops » Post

[Battle Pickaxe] It looks like a cross between a battle axe and a pickaxe. It can be used for combat and mining, making it the ideal tool for the player mining in dangerous caves.
[Boomerang] A ranged weapon. If thrown, it will return to the thrower.
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Re: [original ideas for new tools]

by jonadab » Post

I'd kind of like to see the material a tool is made from, have some of these effects. Currently, you just always make tools out of the "best" material you happen to have handy, unless it's rare and you're saving it for a more critical tool (e.g., early in the game when your mines aren't that deep yet you might save diamonds for pick-axes and make shovels and such out of iron). This is boring. Granted, certain materials have other uses, but others (notably gold) are largely aesthetic at present. Here is a broad outline of the sort of thing I'd be interested in:

* Basic cheap/renewable materials (wood, stone) have no special effect.

* Diamond (or, maybe mithril from the moreores mod) can potentially mine more than one block at a time, depending on block strength. So for example a diamond pick-axe could go through 2-3 blocks of ordinary stone in one hit, but would not be able to do that with something like mese ore.

* Mese, being the "magic" material in the game, is the obvious candidate for giving you the mined block itself, rather than whatever it would usually drop. I'd call the property "mesetouch." This would let you do things like pick up a stack of otherwise unobtainable dry-dirt-with-dry-grass blocks, so you can terraform the land shape of a savannah area and leave it with a natural-looking surface. Or carry a few stacks of dirt with coniferous forest litter to y=-7683 and build a realistic pine forest deep underground. Or build the roof of your house out of mese ore blocks. Such tools would still be subject to the limits of which blocks any given type of tool can break, so e.g. to pick up the mese ore blocks you'd need a mese pick-axe specifically, a shovel would not do. Perhaps with mods, a mese hoe would let you pick up things like whole watermelons, which normally break into slices when you harvest them.

* Gold, being the universal symbol for wealth, is the obvious candidate for letting you get more material out of an ore block, more saplings from a leaf block, etc.

This leaves room for future expansion and mods.

* If we want a type of tool that literally never breaks forever, obsidian is the obvious choice of material for that. Textures would be needed, but this is mod territory anyway.

* If a mod wants a type of weapon that can do extra damage against werewolves, it can use silver (from the moreores mod) for that.

* If a multiplayer-oriented mod wants a material type that can override ownership and work on other players' nodes, it can either introduce a new material, or use an existing one, depending on how rare or difficult to obtain said tools should be.

And so on.

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