I've done this kind of post a few times before, but this will most likely be the last one for a good while, now with some visual elements!
CubeCraft Lucky Islands is probably one of my favourite Minecraft game modes period. It’s fun, chaotic, and has that same energy as playing a game like Mario Party: a good amount of skill is required, but that scoop of luck brings it all together and makes it an absolute blast. I think Lucky Islands has an untapped potential with the sheer amount of things they could do to improve the game mode, so I present a humongous pile of ideas. Considering the amount of likely unbalanced and broken ideas I've got here, I wouldn’t expect everything to be implemented, if anything. Rather, I want people more qualified than myself to come up with better ideas that would truly spice up the gamemode and actually peak interest.
I’ve said this many, many times before, but I am not a game designer, and most of the things I say may be controversial, so feedback would be greatly, greatly appreciated.
I've made an updated version of this list, with many tweaks and new ideas, which can be found on this Google Doc. Below is the original Definitive Edition.
NEW ITEMS
Lucky Block Compass
Similar to a Player Tracker, but this one tracks the location of the nearest Lucky Block (this includes Trap Lucky Blocks)
If for whatever reason, adding a new “tracker” is impossible, the Player Tracker could have two modes: a Player mode and a Lucky Block mode. The modes can be toggled by left-clicking.
Player Tracker Deluxe
Works exactly like a regular player tracker, but also tells the user how many blocks away they are from the targeted player.
Potion of Luck
When consumed, gives the player the "Luck" effect, removing the chance for negative drops from Lucky Blocks.
Default duration: 120s
Can be found in the "Brewing Stand" drop.
Splash Potion of Bad Luck
When affected, gives the player the “Bad Luck” effect, increasing the chance for negative drops from Lucky Blocks.
Default duration: 90s
Can be found in the "Brewing Stand" drop.
Updraft Wand
Sends the player high into the air with a gust of wind! They are automatically given an Elytra, which breaks once they reach the ground.
Cooldown: 120s
Lightning Wand
Casts a bolt of lightning onto the block selected, or onto a player if they are hit.
Cooldown: 70s
Fireball Wand
When right-clicked, summons a fireball in the direction shot.
Cooldown: 35s
Basic Wall Wand
When right-clicked, a large wall (11 wide, 5 tall) is created in the direction the player is facing, made out of brick blocks.
Cooldown: 40s
Deluxe Wall Wand
When right-clicked on the ground, a larger wall (13 wide, 8 tall) is created out of the block type right-clicked on, in the direction they're facing. Blocks created by walls will not override existing blocks (Cooldown: 40s).
If the wand is used whilst selecting no blocks, or blocks that would be too valuable to duplicate (listed below), a wall is created of the same size as the Basic Wall Wand (Cooldown: 30s).
Elevation Sceptre
Teleports the player to the highest block on the same x & z axis of the player (a helpful tool when ender pearls and grappling hook bows are too finicky to use)
Will not consume if already on the highest block.
Removes fall damage when used, and grants Resistance IV and Weakness IV for 5s.
Is deleted on use.
Totem of Undying
When activated by the player dying, the player loses all of their items, teleported back to their spawn point, and given only the equipment from their kit. The totem is then consumed.
A Totem of Undying can only be used once per game.
Get-out-of-jail-free Card
When used, any nearby enemies are stuck in place for 5s.
Those stuck in place cannot be attacked during this time.
This item is consumed on use, and using this item again has a 60s cooldown.
Gliding Wings
The maximum flying speed is halved, and does not work with firework rockets.
Has 40 Durability points, like a dropped Elytra.
Cannot be repaired.
Weighted Amulet
Whilst held, provides its user immunity to knockback.
The user cannot move whilst it is held.
Impulse TNT
Ignites when placed, acting like regular TNT, except it doesn’t deal explosion damage, nor destroys blocks, though has 1.5x knockback (launches the player that placed it at 2x knockback)
Impulse TNT does not launch teammates.
Golden Egg
When these “golden eggs” hatches a chick, it is replaced with a golden ingot or diamond (50/50)
These eggs have a ¼ chance (rather than the regular ⅛) to hatch, and a ⅛ thereafter (rather than the regular 1/32) to hatch three additional drops.
Rotten Egg
When thrown at a player, they receive Poison I for 5s.
Block Zapper
When used to break a block, all connected blocks of the same type are broken as well, and put automatically into your inventory.
A maximum of 30 of the same block can be connected to the initial block, or the ability will not work.
Ability Cooldown: 60s (can be used as a regular iron pickaxe meanwhile)
Flashy Helmet
Is given at half durability, and the Curse of Binding enchant is pre-applied.
You are automatically equipped with this item when you get the “Flashy Helmet” drop.
While the helmet is worn, a firework is launched from your head every 10 seconds.
The helmet can only be removed by it running out of durability.
Rabbit Boots
Gives the player permanent Jump Boost III while worn.
Has Feather Falling II pre-applied.
Infini-Carrot
A carrot, that when consumed, placed on farmland, crafted into golden carrots, or fed to pigs, replenishes itself.
Magical Water Bottle
When consumed, removes fire and any negative potion effects from the player, and heals the player for half their missing health.
Cooldown: 25s
Enhanced Blaze Rod
Is alike to a “regular” Blaze Rod (has Fire Aspect pre-applied) but additionally has the effect of the Fire Sword, and Sharpness III.
Has a 20% chance to drop from Blazes.
Exploding Pig Spawn Egg
Can be used to spawn a pig, but when interacted in any way (punched, nudged, fed, etc.) it explodes immediately, dealing similar power to a Trapped Chest explosion.
NEW DROPS & DROP EVENTS
Lift-off!
“Ready, Set, Lift-off!” After 3 seconds, causes the player to jump to a very great height (about 100 blocks). They will not take fall damage after reaching the ground. Smoke and fire particles, resembling a rocket, will accompany them in their ascent.
Snowstorm
Blocks within a certain radius are turned into snow blocks.
Hard Decisions Chest
“I’ve come to help! I’m not running a charity though, so just take one.”
Summons a chest in front of the player, in the chest there’s three items, which can include:
The chest can be closed before an item is picked up, allowing the player (or anyone else who happens to be nearby) to make a decision later.
Breaking the chest early drops one of the three items, the other two are destroyed.
Skeleton Horse Trap
Four Skeleton Horsemen spawn, as a bolt of lightning falls to the ground.
This event only occurs in the Overpowered mode.
Sandstorm/Powder-storm
Blocks within a certain radius are turned into a random gravity-affected block (sand, red sand, gravel, cyan concrete powder, etc.)
The blocks don’t fall until they are affected by gravity. Be careful letting them update!
Random Enchanted Book
Drops an enchanted book with 3 enchants of different item types (eg. one tool, one armor, and one sword)
Additionally summons an anvil and some experience orbs.
End Crystal
Drops an end crystal, a piece of obsidian, and a dragon head.
While a dragon head is worn within fifteen blocks from an end crystal, the player receives Regeneration I.
Exploding Temple
Generates a small, temple-like structure with valuable blocks, as well as indestructible TNT at its core.
The TNT ignites after 10 seconds of generation. In the meantime, the player is able to collect as much of the valuables as fast as they can.
The TNT is able to be ignited before the 10 second timer is up by using a redstone power source.
Sticky Situation
Generates a large slime cube structure around the player.
Slime blocks do not generate over existing blocks.
Localised Spider Infestation
Generates a 3x3 square of cobwebs around the player.
Drops a Shears on the player.
Two spiders spawn outside the 3x3 area, and target the player.
Quick Maths
System ripped straight from the MinerWare minigame
If the player gets the equation right, they receive 1-2 diamonds.
If the player gets it wrong or the time runs out, they are damaged for 5 hearts.
Fortunate!
Drops a Fortune III Iron Pickaxe/Axe.
As mentioned in the general changes, fortune can be used to obtain additional logs from sources.
Sacrificial Boots
Drops an Iron/Diamond Boots with Curse of Binding, ½ Durability, Mending, and Unbreaking III.
Aw Man!
Summons a Charged Creeper.
The Charged Creeper remains idle for 3 seconds, or until attacked by the player.
The next drop events are pretty much just events for giving the new items:
GAME MODIFIER OVERHAUL
I've created three different categories for 'voting', Time, Global Game Events, and Drop & Kit Modifiers. I wanted to give Time a bit more variety and a little bit of purpose. I also wanted to detach Crazy from the other modifiers so that its global game event mechanics are separate from the quality of Lucky Block drops.
Time
Morning: 8AM, passive animals can naturally spawn.
Noon (Default): 12PM; the same as the “Day” option.
Evening: 6PM; the same as the “Sunset” option, and also hunger depletion is slightly reduced.
Night: 9PM; the same as the “Night” option.
Haunting Hour: 3AM, all hostile monsters have the Strength I effect.
Cycling: the time of day starts random, and changes throughout the duration of the game (thrice as fast as a normal Minecraft day), with the appropriate modifiers to go along with the time.
Global Game Events
None (Default)
Random Event: one of the events below are chosen randomly.
Crazy: All of the events (plus more), randomly cycling between them.
Ender Pearl Generators: after 2 minutes, players receive Ender Pearls every minute.
Lucky Rain: Lucky Blocks rain from the sky.
Meteor Shower: Meteors fall from the sky and cause explosions on the ground.
Ultra-Hardcore: No natural health regeneration.
Agility Boost: All players receive Swiftness III and Jump Boost III.
Strength Boost: All players receive Strength I.
Haste: All players receive an incredible Haste effect.
Lucky Zombies: Zombies naturally spawn, and they cause Lucky Block events when killed.
Drop & Kit Modifier
Normal (Default): Regular Lucky Block drops & kits.
Overpowered: More powerful Lucky Block drops & kits.
Blessed: Permanent “Luck” Effect – no bad drops (Normal kits).
Cursed: Permanent “Bad Luck” Effect – more bad drops (Normal kits).
Magical: More potions and wand drops, and no diamonds from drops or kits (all diamond items in kits are replaced with iron equivalents).
KIT CHANGES & ADDITIONS
With these kits, I wanted to incorporate several of the ideas above, as well as making them more balanced. Additionally, I wanted to give more kits some blocks, food, armor, and/or weapons, to give every kit some sort of viability (for example, when was the last time you used the Seeker kit?) while still maintaining their niche purpose. The effects give a bit of spice to the kits, giving each a unique play-style.
The new prices you may ask? Well, get a random number generator, set the parameters between 4 and 20, and then multiply the result by 50, because that’s most likely how the original kits' prices were decided upon.
SECONDARY KITS?
A different category of kits that can be separately equipped. Provides the player some additional things in order to help strategise. Cannot be used alongside the original kit (shown in brackets). Could also double as kits for a “Basic”/“Hardcore” game type perhaps? (Though, in my opinion, these kinds of gamemodes… aren't fun.)
The names for the kits aren’t to be taken seriously.
These secondary kits would be the kits for all modifiers, though in the Magical modifier, diamonds are replaced with iron.
I realise that this is an immense number of kits, and though while this should be okay for Java, on Bedrock, especially for mobile players, designing an accessible and non-clunky UI to contain all of these kits would be pretty much impossible. However, 4 kits is a very small number of kits, and they all have very little bearing on gameplay. I've decided to pick 10 of the most unique kits that should be ported over to Bedrock with the changes above (in decreasing order of importance):
VILLAGER OVERHAUL
Let's make villagers cooler!
General Villager Changes:
GENERAL & QUALITY OF LIFE CHANGES
The duration of the Strength I potion found in the "Brewing Stand" drop is reduced to 60s.
The Hot Potato can be picked up, and thrown back after it has already been thrown. However, the Hot Potato deals its greatest amount of damage whilst in the inventory. To compensate for this new mechanic, the time it takes to explode is doubled.
Monsters that can equip equipment will pick up dropped items.
The superfast low durability Golden Pickaxe will have 15 durability, but only Unbreaking V. The durability of this pickaxe is often too unpredictable to be useful.
Elytras cannot be repaired, and they cannot be fused in the crafting menu.
There are some maps that use daylight sensors (eg. Tokyo, Firehouse) as building materials, but because of the texture pack, they appear as the Pig King Hat. Might want to get that changed!
Decrease the cost of all perks by 50%. All perks already bought beforehand should have appropriate points returned. Though the perks give minor chance-based conveniences, it still certainly feels unfair, especially for newer players.
Version Parity! Port ALL (or at least as many as possible) of the maps/items/perks/lucky block events from Java Lucky Islands to Bedrock Lucky Islands and vice versa. In my opinion, Bedrock’s map, item, and lucky block event variety is significantly lacking compared to Java’s, especially when it comes to the Teams mode between each version. I hear cries for a “Duos” gamemode on Bedrock for Lucky Islands, and while I support this, having the variety of team sizes on Java’s teamed mode ported to Bedrock would cater to all types of team sizes and number of teams.
The Fortune enchantment works on blocks it usually wouldn’t, like how it is on Skyblock (iron ore, melons, logs, etc). The effect only works on blocks that have been “naturally generated”; from the map or a lucky block event.
Make the item name/texture difference of the Negative/Positive Potion Wand more noticeable, as it isn't super clear that the Potion Wand is split into two like this.
After using the Shield Wand, a maximum of 5 hearts can be dealt from fall damage.
If the Shield Wand is used below y level 5 (around where it can't save the player), the shield and the player will be brought up to y level 5, sparing the player. If this happens, the Shield Wand will be disintegrated.
Have the ability to cancel the Grappling Hook bow ability by right-clicking.
Riding on a pig will grant the pig and the player Swiftness III, and for 5s after dismounting. This change has been made to make the pig+saddle+carrot on a stick drop less useless.
The top-middle block in a cage trap is a block of obsidian rather than an iron bar, to prevent players from jumping through the holes created by iron bars.
Cage traps can't be activated by teammates.
Dissolving Iron/Diamond/Gold dissolves slower while it is in the crafting grid.
Pet Cats and Pet Wolves can be distracted by dropped Raw Cod and Raw Meat respectively, to make cats' ludicrous speed less infuriating, and giving players an alternative to brutally slaughtering these poor animals.
Witches on Bats can be stunned in place for 4s by any projectile (snowballs, arrows, etc.).
Decrease the item smelting time (in a furnace) by half.
Over time, the drop events from Lucky Blocks become more extreme, decreasing the chance of coming across drops that are more mediocre.
For whatever reason, camping is bannable. Before reading the rules thoroughly, I never knew this, and I'm sure this is the case for many other people. But whatever, camping is annoying and banning it is a solution I suppose, but I want to solve this issue from a more gameplay perspective. It should be disadvantageous to camp. To disincentivise camping, as well as making incredibly drawn-out games less frequent:
CubeCraft Lucky Islands is probably one of my favourite Minecraft game modes period. It’s fun, chaotic, and has that same energy as playing a game like Mario Party: a good amount of skill is required, but that scoop of luck brings it all together and makes it an absolute blast. I think Lucky Islands has an untapped potential with the sheer amount of things they could do to improve the game mode, so I present a humongous pile of ideas. Considering the amount of likely unbalanced and broken ideas I've got here, I wouldn’t expect everything to be implemented, if anything. Rather, I want people more qualified than myself to come up with better ideas that would truly spice up the gamemode and actually peak interest.
I’ve said this many, many times before, but I am not a game designer, and most of the things I say may be controversial, so feedback would be greatly, greatly appreciated.
I've made an updated version of this list, with many tweaks and new ideas, which can be found on this Google Doc. Below is the original Definitive Edition.
NEW ITEMS
Lucky Block Compass
Similar to a Player Tracker, but this one tracks the location of the nearest Lucky Block (this includes Trap Lucky Blocks)
If for whatever reason, adding a new “tracker” is impossible, the Player Tracker could have two modes: a Player mode and a Lucky Block mode. The modes can be toggled by left-clicking.
Player Tracker Deluxe
Works exactly like a regular player tracker, but also tells the user how many blocks away they are from the targeted player.
Potion of Luck
When consumed, gives the player the "Luck" effect, removing the chance for negative drops from Lucky Blocks.
Default duration: 120s
Can be found in the "Brewing Stand" drop.
Splash Potion of Bad Luck
When affected, gives the player the “Bad Luck” effect, increasing the chance for negative drops from Lucky Blocks.
Default duration: 90s
Can be found in the "Brewing Stand" drop.
Updraft Wand
Sends the player high into the air with a gust of wind! They are automatically given an Elytra, which breaks once they reach the ground.
Cooldown: 120s
Lightning Wand
Casts a bolt of lightning onto the block selected, or onto a player if they are hit.
Cooldown: 70s
Fireball Wand
When right-clicked, summons a fireball in the direction shot.
Cooldown: 35s
Basic Wall Wand
When right-clicked, a large wall (11 wide, 5 tall) is created in the direction the player is facing, made out of brick blocks.
Cooldown: 40s
Deluxe Wall Wand
When right-clicked on the ground, a larger wall (13 wide, 8 tall) is created out of the block type right-clicked on, in the direction they're facing. Blocks created by walls will not override existing blocks (Cooldown: 40s).
If the wand is used whilst selecting no blocks, or blocks that would be too valuable to duplicate (listed below), a wall is created of the same size as the Basic Wall Wand (Cooldown: 30s).
- Diamond Ore
- Diamond Block
- Golden Ore
- Golden Block
- Iron Ore
- Iron Block
- Emerald Ore
- Emerald Block
- Bedrock
- TNT
Elevation Sceptre
Teleports the player to the highest block on the same x & z axis of the player (a helpful tool when ender pearls and grappling hook bows are too finicky to use)
Will not consume if already on the highest block.
Removes fall damage when used, and grants Resistance IV and Weakness IV for 5s.
Is deleted on use.
Totem of Undying
When activated by the player dying, the player loses all of their items, teleported back to their spawn point, and given only the equipment from their kit. The totem is then consumed.
A Totem of Undying can only be used once per game.
Get-out-of-jail-free Card
When used, any nearby enemies are stuck in place for 5s.
Those stuck in place cannot be attacked during this time.
This item is consumed on use, and using this item again has a 60s cooldown.
Gliding Wings
The maximum flying speed is halved, and does not work with firework rockets.
Has 40 Durability points, like a dropped Elytra.
Cannot be repaired.
Weighted Amulet
Whilst held, provides its user immunity to knockback.
The user cannot move whilst it is held.
Impulse TNT
Ignites when placed, acting like regular TNT, except it doesn’t deal explosion damage, nor destroys blocks, though has 1.5x knockback (launches the player that placed it at 2x knockback)
Impulse TNT does not launch teammates.
Golden Egg
When these “golden eggs” hatches a chick, it is replaced with a golden ingot or diamond (50/50)
These eggs have a ¼ chance (rather than the regular ⅛) to hatch, and a ⅛ thereafter (rather than the regular 1/32) to hatch three additional drops.
Rotten Egg
When thrown at a player, they receive Poison I for 5s.
Block Zapper
When used to break a block, all connected blocks of the same type are broken as well, and put automatically into your inventory.
A maximum of 30 of the same block can be connected to the initial block, or the ability will not work.
Ability Cooldown: 60s (can be used as a regular iron pickaxe meanwhile)
Flashy Helmet
Is given at half durability, and the Curse of Binding enchant is pre-applied.
You are automatically equipped with this item when you get the “Flashy Helmet” drop.
While the helmet is worn, a firework is launched from your head every 10 seconds.
The helmet can only be removed by it running out of durability.
Rabbit Boots
Gives the player permanent Jump Boost III while worn.
Has Feather Falling II pre-applied.
Infini-Carrot
A carrot, that when consumed, placed on farmland, crafted into golden carrots, or fed to pigs, replenishes itself.
Magical Water Bottle
When consumed, removes fire and any negative potion effects from the player, and heals the player for half their missing health.
Cooldown: 25s
Enhanced Blaze Rod
Is alike to a “regular” Blaze Rod (has Fire Aspect pre-applied) but additionally has the effect of the Fire Sword, and Sharpness III.
Has a 20% chance to drop from Blazes.
Exploding Pig Spawn Egg
Can be used to spawn a pig, but when interacted in any way (punched, nudged, fed, etc.) it explodes immediately, dealing similar power to a Trapped Chest explosion.
NEW DROPS & DROP EVENTS
Lift-off!
“Ready, Set, Lift-off!” After 3 seconds, causes the player to jump to a very great height (about 100 blocks). They will not take fall damage after reaching the ground. Smoke and fire particles, resembling a rocket, will accompany them in their ascent.
Snowstorm
Blocks within a certain radius are turned into snow blocks.
Hard Decisions Chest
“I’ve come to help! I’m not running a charity though, so just take one.”
Summons a chest in front of the player, in the chest there’s three items, which can include:
- Random Sword (with random enchants)
- Random Axe
- Bow (with random enchants)
- Random Armor Piece
- Golden Apple
The chest can be closed before an item is picked up, allowing the player (or anyone else who happens to be nearby) to make a decision later.
Breaking the chest early drops one of the three items, the other two are destroyed.
Skeleton Horse Trap
Four Skeleton Horsemen spawn, as a bolt of lightning falls to the ground.
This event only occurs in the Overpowered mode.
Sandstorm/Powder-storm
Blocks within a certain radius are turned into a random gravity-affected block (sand, red sand, gravel, cyan concrete powder, etc.)
The blocks don’t fall until they are affected by gravity. Be careful letting them update!
Random Enchanted Book
Drops an enchanted book with 3 enchants of different item types (eg. one tool, one armor, and one sword)
Additionally summons an anvil and some experience orbs.
End Crystal
Drops an end crystal, a piece of obsidian, and a dragon head.
While a dragon head is worn within fifteen blocks from an end crystal, the player receives Regeneration I.
Exploding Temple
Generates a small, temple-like structure with valuable blocks, as well as indestructible TNT at its core.
The TNT ignites after 10 seconds of generation. In the meantime, the player is able to collect as much of the valuables as fast as they can.
The TNT is able to be ignited before the 10 second timer is up by using a redstone power source.
Sticky Situation
Generates a large slime cube structure around the player.
Slime blocks do not generate over existing blocks.
Localised Spider Infestation
Generates a 3x3 square of cobwebs around the player.
Drops a Shears on the player.
Two spiders spawn outside the 3x3 area, and target the player.
Quick Maths
System ripped straight from the MinerWare minigame
If the player gets the equation right, they receive 1-2 diamonds.
If the player gets it wrong or the time runs out, they are damaged for 5 hearts.
Fortunate!
Drops a Fortune III Iron Pickaxe/Axe.
As mentioned in the general changes, fortune can be used to obtain additional logs from sources.
Sacrificial Boots
Drops an Iron/Diamond Boots with Curse of Binding, ½ Durability, Mending, and Unbreaking III.
Aw Man!
Summons a Charged Creeper.
The Charged Creeper remains idle for 3 seconds, or until attacked by the player.
The next drop events are pretty much just events for giving the new items:
Player Tracker Deluxe
Drops a single Player Tracker Deluxe on the ground, with the same sound effect as a Tracking Compass drop but with additional Villager-profession-level-up particles.
Infini-Carrot
Drops a single Infini-Carrot on the ground, with carrot-eating particles and an eating sound effect all around.
Impulse TNT
Drops 2-5x Impulse TNT.
Block Zapper
Drops a Block Zapper.
Flashy Helmet
The player is forcefully given a Flashy Helmet (properties explained above). If a different helmet is already equipped, that helmet will be moved to the player’s inventory, and if that is full, the helmet is dropped.
Rabbit Boots
Drops a Rabbit Boots.
Basic Wall Wand
Drops a Basic Wall-creator Wand.
Deluxe Wall Wand
Drops a Deluxe Wall-creator Wand.
Fireball Wand
Drops a Fireball Wand.
Golden Eggs
Drops 16 Golden Eggs.
Rotten Eggs
Drops 16 Rotten Eggs.
Magical Water Bottle
Drops a Magical Water Bottle.
Elevation Sceptre
Drops an Elevation Sceptre.
Exploding Pig Spawn Egg
Drops an Exploding Pig Spawn Egg.
Potion of Luck
Drops a Potion of Luck.
Lucky Block Compass
Drops a Lucky Block Compass.
Splash Potion of Bad Luck
Drops a Splash Potion of Bad Luck.
Updraft Wand
Drops an Updraft Wand.
Lightning Wand
Drops a Lightning Wand.
Totem of Undying
Drops a Totem of Undying.
Get-out-of-jail-free Card
Drops a Get-out-of-jail-free Card.
Gliding Wings
Drops a Gliding Wings.
Drops a single Player Tracker Deluxe on the ground, with the same sound effect as a Tracking Compass drop but with additional Villager-profession-level-up particles.
Infini-Carrot
Drops a single Infini-Carrot on the ground, with carrot-eating particles and an eating sound effect all around.
Impulse TNT
Drops 2-5x Impulse TNT.
Block Zapper
Drops a Block Zapper.
Flashy Helmet
The player is forcefully given a Flashy Helmet (properties explained above). If a different helmet is already equipped, that helmet will be moved to the player’s inventory, and if that is full, the helmet is dropped.
Rabbit Boots
Drops a Rabbit Boots.
Basic Wall Wand
Drops a Basic Wall-creator Wand.
Deluxe Wall Wand
Drops a Deluxe Wall-creator Wand.
Fireball Wand
Drops a Fireball Wand.
Golden Eggs
Drops 16 Golden Eggs.
Rotten Eggs
Drops 16 Rotten Eggs.
Magical Water Bottle
Drops a Magical Water Bottle.
Elevation Sceptre
Drops an Elevation Sceptre.
Exploding Pig Spawn Egg
Drops an Exploding Pig Spawn Egg.
Potion of Luck
Drops a Potion of Luck.
Lucky Block Compass
Drops a Lucky Block Compass.
Splash Potion of Bad Luck
Drops a Splash Potion of Bad Luck.
Updraft Wand
Drops an Updraft Wand.
Lightning Wand
Drops a Lightning Wand.
Totem of Undying
Drops a Totem of Undying.
Get-out-of-jail-free Card
Drops a Get-out-of-jail-free Card.
Gliding Wings
Drops a Gliding Wings.
GAME MODIFIER OVERHAUL
I've created three different categories for 'voting', Time, Global Game Events, and Drop & Kit Modifiers. I wanted to give Time a bit more variety and a little bit of purpose. I also wanted to detach Crazy from the other modifiers so that its global game event mechanics are separate from the quality of Lucky Block drops.
Time
Morning: 8AM, passive animals can naturally spawn.
Noon (Default): 12PM; the same as the “Day” option.
Evening: 6PM; the same as the “Sunset” option, and also hunger depletion is slightly reduced.
Night: 9PM; the same as the “Night” option.
Haunting Hour: 3AM, all hostile monsters have the Strength I effect.
Cycling: the time of day starts random, and changes throughout the duration of the game (thrice as fast as a normal Minecraft day), with the appropriate modifiers to go along with the time.
Global Game Events
None (Default)
Random Event: one of the events below are chosen randomly.
Crazy: All of the events (plus more), randomly cycling between them.
Ender Pearl Generators: after 2 minutes, players receive Ender Pearls every minute.
Lucky Rain: Lucky Blocks rain from the sky.
Meteor Shower: Meteors fall from the sky and cause explosions on the ground.
Ultra-Hardcore: No natural health regeneration.
Agility Boost: All players receive Swiftness III and Jump Boost III.
Strength Boost: All players receive Strength I.
Haste: All players receive an incredible Haste effect.
Lucky Zombies: Zombies naturally spawn, and they cause Lucky Block events when killed.
Drop & Kit Modifier
Normal (Default): Regular Lucky Block drops & kits.
Overpowered: More powerful Lucky Block drops & kits.
Blessed: Permanent “Luck” Effect – no bad drops (Normal kits).
Cursed: Permanent “Bad Luck” Effect – more bad drops (Normal kits).
Magical: More potions and wand drops, and no diamonds from drops or kits (all diamond items in kits are replaced with iron equivalents).
KIT CHANGES & ADDITIONS
With these kits, I wanted to incorporate several of the ideas above, as well as making them more balanced. Additionally, I wanted to give more kits some blocks, food, armor, and/or weapons, to give every kit some sort of viability (for example, when was the last time you used the Seeker kit?) while still maintaining their niche purpose. The effects give a bit of spice to the kits, giving each a unique play-style.
The new prices you may ask? Well, get a random number generator, set the parameters between 4 and 20, and then multiply the result by 50, because that’s most likely how the original kits' prices were decided upon.
Warrior (Free)
Slay your enemies.
Normal:
Slay your enemies.
Normal:
- Iron Sword
- Shield
- Effect: After killing a player, have a 50% chance to gain Strength I for 6s.
- Iron Sword (Sharpness I)
- Shield (Unbreaking III)
- Effect: After killing a player, have a 50% chance to gain Strength I for 6s.
Builder (Free)
Build your way to victory.
Normal:
Build your way to victory.
Normal:
- 20x Stone
- 12x Oak Planks
- Leather Chestplate
- Leather Boots (Feather Falling II)
- Effect: Placing non-"valuable" blocks have a 10% chance to not consume from your inventory. Placing blocks that are valuable have a 0.01% chance to not consume.
- 32x Stone
- 16x Obsidian
- 12x Oak Log
- Chainmail Chestplate
- Leather Boots (Feather Falling III)
- Effect: Placing non-"valuable" blocks have a 20% chance to not consume from your inventory. Placing blocks that are valuable have a 0.05% chance to not consume.
- Diamond Ore
- Diamond Block
- Golden Ore
- Golden Block
- Iron Ore
- Iron Block
- Emerald Ore
- Emerald Block
- Bedrock
- TNT
Heavy (Free)
Gear up in an instant!
Normal:
Gear up in an instant!
Normal:
- Leather Helmet
- Iron Chestplate
- Chainmail Leggings
- Leather Boots
- Effect: After 150s, all equipped armor pieces receive Protection I.
- Chainmail Helmet
- Iron Chestplate
- Chainmail Leggings
- Chainmail Boots
- Effect: After 150s, all equipped armor pieces receive Protection II.
Scout
Scout's honour *raises hand*
Normal:
Scout's honour *raises hand*
Normal:
- 3x Potion of Swiftness II
- Invisibility Wand
- Blue Leather Boots (Depth Strider III)
- Effect: Receive a Blue Wool whilst running at full speed (Cooldown: 3s).
- 3x Potion of Swiftness III (3:00)
- Invisibility Wand
- Blue Leather Boots (Protection II, Depth Strider III)
- Effect: Receive a Blue Wool whilst running at full speed (Cooldown: 2s).
Bomber
Make an explosive entrance!
Normal:
Make an explosive entrance!
Normal:
- 8x TNT
- 3x Impulse TNT
- 3x Redstone Block
- Chainmail Boots (Blast Protection IV, Feather Falling II)
- Effect: Receive a TNT every 20 seconds.
- 12x TNT
- 5x Impulse TNT
- 5x Redstone Block
- Chainmail Boots (Blast Protection V, Feather Falling II)
- Effect: Receive a TNT every 15 seconds.
Diamonds
What more could you want?
Normal:
TL;DR: the Diamond kit is too good at everything, so it should be nerfed to not be good at everything.
What more could you want?
Normal:
- 4x Diamonds
- Effect: Receive a diamond every 35 seconds.
- 7x Diamonds
- Effect: Receive a diamond every 30 seconds.
- 9x Iron Ingot
- Iron Helmet
- 64x Poppy
- Effect: Receive an Iron Ingot every 20s.
TL;DR: the Diamond kit is too good at everything, so it should be nerfed to not be good at everything.
Farmer
Puts the luck back in cluck.
Normal:
Puts the luck back in cluck.
Normal:
- 16x Golden Egg
- 16x Rotten Egg
- Infini-Carrot
- Yellow Leather Chestplate
- White Leather Trousers
- Effect: Sneaking drops a Golden Egg or a Rotten Egg (Cooldown: 10s).
- 32x Golden Eggs
- 32x Rotten Eggs
- Infini-Carrot
- White Leather Helmet
- Yellow Leather Chestplate
- White Leather Trousers
- White Leather Boots
- Effect: Sneaking drops a Golden Egg or a Rotten Egg (Cooldown: 7s).
Locator
You can't hide from me!
Normal:
You can't hide from me!
Normal:
- Deluxe Player Tracker
- Lucky Block Tracker
- Black Leather Boots (Feather Falling II)
- Effect: Receive an ender pearl every 100 seconds.
- Deluxe Player Tracker
- Lucky Block Tracker
- Black Leather Boots (Protection II, Feather Falling III)
- Effect: Receive an ender pearl every 80 seconds.
Archer
Rooty tooty point and shooty.
Normal:
Rooty tooty point and shooty.
Normal:
- Shotgun Bow
- 8x Arrow
- Chainmail Helmet (Projectile Protection III)
- Effect: Receive 4 arrows every 30 seconds.
- Shotgun Bow
- Bow (Power II)
- 15x Arrow
- Chainmail Helmet (Projectile Protection III)
- Effect: Receive 4 arrows every 20 seconds.
Lucky
You feeling lucky punk?
Normal:
You feeling lucky punk?
Normal:
- 4x Lucky Block
- Potion of Luck
- Effect: The “Double Luck” perk has a +10% chance to activate.
- 6x Lucky Block
- 2x Potion of Luck
- Effect: The “Double Luck” perk has a +15% chance to activate.
Healer
I need healing!
Normal:
I need healing!
Normal:
- 3x Splash Potion of Healing II
- Splash Potion of Regeneration II
- Golden Apple
- Red Leather Helmet (Protection I)
- Effect: All positive splash potions thrown by the player have no reduced duration/effectiveness (compared to their regular potion counter-parts) when applied to themselves or their teammates.
- 5x Splash Potion of Healing II
- 2x Splash Potion of Regeneration III
- 3x Golden Apple
- Red Leather Helmet (Protection III)
- Effect: All positive splash potions thrown by the player have no reduced duration/effectiveness (compared to their regular potion counter-parts) when applied to themselves or their teammates.
Enchanter
Utterly enchanting!
Normal:
Utterly enchanting!
Normal:
- Enchanting Table
- 28x Bottle o’ Enchanting
- 5x Bookshelf
- Enchanted Book (Sharpness I, Power I, Protection II, Efficiency III)
- Anvil
- Indigo Leather Helmet
- Effect: Enchanting has no Lapis Lazuli cost, and the experience level requirement or cost is reduced by 1 for both enchanting tables and anvils.
- Enchanting Table
- 64x Bottle o’ Enchanting
- 15x Bookshelf
- Enchanted Book (Sharpness II, Power II, Protection IV, Efficiency X)
- Anvil
- Indigo Leather Helmet (Protection I)
- Effect: Enchanting has no Lapis Lazuli cost, and the experience level requirement or cost is reduced by 2 for both enchanting tables and anvils.
Chef
I wonder what's for dinner?
Normal:
I wonder what's for dinner?
Normal:
- 3x Steak
- 3x Apple
- Golden Apple
- Magical Water Bottle
- Cake
- White Leather Helmet
- Effect: After killing a player, have a 40% chance to receive a Golden Apple.
- 5x Steak
- 5x Apple
- 2x Golden Apple
- Magical Water Bottle
- Cake
- White Leather Helmet (Protection I)
- Effect: After killing a player, have a 50% chance to receive a Golden Apple.
Toolsmith
I came to dig dig dig dig.
Normal:
I came to dig dig dig dig.
Normal:
- Wooden Axe (Efficiency III)
- Golden Shovel (Efficiency I)
- Iron Pickaxe (Efficiency II)
- 12x Cobblestone
- Grey Leather Helmet
- Effect: Using any tool (to clarify, excluding swords, bows, and armor) does not deplete its durability.
- Wooden Axe (Efficiency V)
- Gold Shovel (Efficiency V)
- Iron Pickaxe (Efficiency V)
- 32x Cobblestone
- Grey Leather Helmet (Protection II)
- Effect: Using any tool (to clarify, excluding swords, bows, and armor) does not deplete its durability.
Trapper
Catch 'em between a rock and a hard place.
Normal:
Catch 'em between a rock and a hard place.
Normal:
- Diamond Pickaxe (Sharpness I)
- 12x Obsidian
- Deluxe Wall Wand
- Cage Trap
- Trap Lucky Block Wand
- Chainmail Chestplate
- Effect: Receive a Cage Trap every 60 seconds. Gain Strength I for 15s when an enemy player activates the player’s Cage Trap.
- Diamond Pickaxe (Sharpness II, Efficiency V)
- 24x Obsidian
- Deluxe Wall Wand
- 8x Cage Trap
- Trap Lucky Block Wand
- Chainmail Chestplate
- Effect: Receive a Cage Trap every 60 seconds. Gain Strength I for 15s when an enemy player activates the player’s Cage Trap.
- Iron Pickaxe (Sharpness I, Efficiency II)
- 12x Obsidian
- Deluxe Wall Wand
- Cage Trap
- Trap Lucky Block Wand
- Chainmail Chestplate
- Effect: Receive a Cage Trap every 60 seconds. Gain Strength I for 15s when an enemy player activates the player’s Cage Trap.
Wizard
I'm a wot?
Normal:
I'm a wot?
Normal:
- Dragon Fire Wand
- (Negative) Splash Potion Wand
- Shield Wand (initial 30s cooldown)
- Regen Wand
- Indigo Leather Helmet
- Effect: The “Reduced Wand Cooldown” perk has a +33% chance to activate.
- Dragon Fire Wand
- (Negative) Splash Potion Wand
- Shield Wand (initial 30s cooldown)
- Regen Wand
- (Two more random wands)
- Indigo Leather Helmet
- Effect: The “Reduced Wand Cooldown” perk has a +50% chance to activate.
Tamer
When you enter a pet shop and ask for one of everything.
Normal:
When you enter a pet shop and ask for one of everything.
Normal:
- Pet Wolf
- Pet Cat
- Pet Horse
- 3x Cooked Porkchop
- 3x Raw Salmon
- 3x Hay Bale
- Effect: Receive Regeneration I for 10s after feeding an animal (Cooldown: 20s).
- Pet Wolf
- Pet Cat
- Pet Horse
- Diamond Horse Armor
- 8x Cooked Porkchop
- 10x Raw Salmon
- 10x Hay Bale
- Effect: Receive Regeneration I for 10s after feeding an animal (Cooldown: 20s).
Trader
Hmmmmmmm + *more villager sounds*
Normal:
Hmmmmmmm + *more villager sounds*
Normal:
- 2x Villager Spawn Egg
- 20x Emerald
- Effect: Increased chance for the Villager Tower drop to occur.
- 3x Villager Spawn Egg
- 30x Emeralds
- Effect: Increased chance for the Villager Tower drop to occur.
Logger
Deforestation simulator.
Normal:
Deforestation simulator.
Normal:
- Wooden Axe (Sharpness I, Efficiency IV, Fortune II, Unbreaking III)
- 8x Oak Log
- Effect: Gain Haste II for 15s after breaking a log.
- Iron Axe (Efficiency VI, Fortune IV, Unbreaking III)
- 20x Oak Log
- Effect: Gain Haste III for 15s after breaking a log.
Alchemist
They'll need some milk!
Normal:
They'll need some milk!
Normal:
- Water Bucket
- Splash Potion of Harming I
- Splash Potion of Poison I
- Potion of Strength I
- Potion of Regeneration I
- Effect: Increased chances for Brewing Stand drop, Potions drop, or Speed Potion drop to occur.
- Water Bucket
- Splash Potion of Harming II
- Splash Potion of Poison II
- Strength Potion I (2:00)
- Regeneration Potion III
- Effect: Increased chances for Brewing Stand drop, Potions drop, or Speed Potion drop to occur.
Lightweight
Become as light as a feather.
Normal:
Become as light as a feather.
Normal:
- 16x Hay Bale
- White Leather Boots (Feather Falling III)
- Potion of Slow Falling I
- Effect: Receive a low-durability elytra after 90 seconds from the start of the game.
- Effect: The “Feather Weight” perk has a +25% chance of activating.
- 24x Hay Bale
- White Leather Boots (Feather Falling VIII)
- 2x Potion of Slow Falling I
- Effect: Receive a low-durability elytra after 90 seconds from the start of the game.
- Effect: The “Feather Weight” perk has a +33% chance of activating.
Forger
Let’s hope you’ll be fortunate.
Normal:
Let’s hope you’ll be fortunate.
Normal:
- Iron Pickaxe (Fortune III)
- 2x Diamond Ore
- 3x Iron Ore
- Effect: The “Autosmelt” perk has a guaranteed chance of activating.
- Iron Pickaxe (Fortune V)
- 3x Diamond Ore
- 6x Iron Ore
- Effect: The “Autosmelt” perk has a guaranteed chance of activating.
Pyromaniac
Let it burn! Let it burn!
Normal:
Let it burn! Let it burn!
Normal:
- Enhanced Blaze Rod
- Flint & Steel
- Lava Bucket
- 10x Netherrack
- Golden Chestplate (Fire Protection VIII)
- Effect: Receive Speed II for 10s after being in Fire/Lava.
- Enhanced Blaze Rod
- Flint & Steel (Unbreaking X)
- Lava Bucket
- 32x Netherrack
- Golden Chestplate (Fire Protection XX)
- Effect: Receive Speed II for 10s after being in Fire/Lava.
Snow Soldier
Winter came early!
Normal:
Winter came early!
Normal:
- 3x Pumpkin
- 6x Snow Block
- 2x Splash Potion of Healing
- White Leather Helmet
- Stone Shovel
- Effect: Snowballs deal double damage and slightly more knockback.
- 5x Pumpkin
- 10x Snow Block
- 3x Splash Potion of Healing
- White Leather Helmet (Projectile Protection III)
- Stone Shovel (Efficiency III)
- Effect: Snowballs deal triple damage and slightly more knockback.
Necromancer
Start the apocalypse!
Normal:
Start the apocalypse!
Normal:
- 3x Zombie Spawn Egg (guaranteed to spawn with a Leather Helmet)
- 2x Skeleton Spawn Egg (guaranteed to spawn with a Leather Helmet)
- 2x Splash Potion of Harming II
- Iron Shovel
- Iron Helmet
- Effect: Killing players turn them into ally Wither Skeletons.
- Iron Shovel (Sharpness II)
- 5x Zombie Spawn Egg (guaranteed to spawn with a Diamond Helmet)
- 4x Skeleton Spawn Egg (guaranteed to spawn with a Leather Helmet)
- 4x Splash Potion of Damage II
- Iron Helmet (Protection II)
- Effect: Killing players turn them into ally Wither Skeletons.
Fisher
There's nothing like fishing in the evening sunset.
Normal:
There's nothing like fishing in the evening sunset.
Normal:
- Fishing Rod
- Leather Helmet
- Water Bucket
- 5x Cooked Salmon
- Effect: All players hooked by the fishing rod receive Slowness II.
- Fishing Rod (Lure III, Luck of the Sea X)
- Leather Helmet (Respiration III, Aqua Affinity I)
- Water Bucket
- 10x Cooked Salmon
- Effect: All players hooked by the fishing rod receive Blindness.
Cupid
Slay your enemies... with love!
Normal:
Slay your enemies... with love!
Normal:
- Bow
- 10x Arrow
- Pink Leather Boots
- Regen Wand
- Effect: Deal double damage with projectiles whilst airborne.
- Bow (Power I)
- 20x Arrow
- Pink Leather Boots (Feather Falling II)
- Regen Wand
- Potion of Slow Falling (3:00)
- Effect: Deal double damage with a bow whilst airborne.
Golem
You've got bones of steel!
Normal:
You've got bones of steel!
Normal:
- 9x Iron Ingot
- Iron Helmet
- 64x Poppy
- Effect: Receive an Iron Ingot every 20s.
- 12x Iron Ingot
- Iron Helmet (Protection I)
- 64x Poppy
- Effect: Receive an Iron Ingot every 20s.
Mermaid
Become one with the dihydrogen monoxide.
Normal:
Become one with the dihydrogen monoxide.
Normal:
- Cyan Leather Boots (Depth Strider III)
- Water Bucket
- Potion of Water Breathing (3:00)
- 5x Cooked Cod
- Effect: Receive Resistance II whilst submerged in water.
- Chainmail Helmet (Respiration III, Aqua Affinity I, Unbreaking III)
- Cyan Leather Boots (Depth Strider III, Unbreaking III)
- Water Bucket
- Potion of Water Breathing (8:00)
- 8x Cooked Cod
- Effect: Receive Resistance IV whilst submerged in water.
Skeletal Knight (unlocked & purchasable after defeating the Knight)
The shield with be your bestest friend in battle.
Normal:
The shield with be your bestest friend in battle.
Normal:
- 2x Lucky Block
- Iron Sword (½ durability)
- Skeletal Shield (¼ durability)
- Skeletal Chestplate (Iron Chestplate, ½ durability)
- Skeletal Leggings (Iron Leggings, ½ durability)
- Skeletal Boots (Iron Boots, ½ durability)
- Lingering Potion of Poison I
- Effect: Receive Slowness II whilst any of the Skeletal pieces are worn/used.
- 5x Lucky Block
- Iron Sword (¾ durability)
- Skeletal Shield (½ durability)
- Skeletal Chestplate (Iron Chestplate, ¾ durability)
- Skeletal Leggings (Iron Leggings, ¾ durability)
- Skeletal Boots (Iron Boots, ¾ durability)
- Lingering Potion of Poison II
- Effect: Receive Slowness I whilst any of the Skeletal pieces are worn/used.
Pig King (unlocked & purchasable after defeating the Pig King)
Supreme leader of the Porkchop Kingdom.
Normal:
Supreme leader of the Porkchop Kingdom.
Normal:
- Pig King Hat (Fire Protection L)
- Golden Sword (Fire Aspect I, 10 durability)
- Golden Chestplate (25 durability)
- Golden Leggings (25 durability)
- Golden Boots (25 durability)
- Effect: Receive an Exploding Pig Spawn Egg every 40s.
- Pig King Hat (Fire Protection L)
- Golden Sword (Fire Aspect I, 20 durability)
- Golden Chestplate (35 durability)
- Golden Leggings (35 durability)
- Golden Boots (35 durability)
- Effect: Receive an Exploding Pig Spawn Egg every 30s.
SECONDARY KITS?
A different category of kits that can be separately equipped. Provides the player some additional things in order to help strategise. Cannot be used alongside the original kit (shown in brackets). Could also double as kits for a “Basic”/“Hardcore” game type perhaps? (Though, in my opinion, these kinds of gamemodes… aren't fun.)
The names for the kits aren’t to be taken seriously.
These secondary kits would be the kits for all modifiers, though in the Magical modifier, diamonds are replaced with iron.
Stone Sword
20x Stone
Potion of Swiftness II
Chainmail Chestplate
Leather Leggings
Leather Leggings
4x TNT
Stone Pressure Plate
Stone Pressure Plate
Diamond
Effect: Receive a diamond every 60 seconds.
Effect: Receive a diamond every 60 seconds.
8x Rotten Egg
Infini-Carrot
Infini-Carrot
Tracking Compass
Lucky Block Compass
Lucky Block Compass
Bow
8x Arrow
8x Arrow
2x Lucky Block
2x Splash Potion of Healing II
10x Bottle o’ Enchanting
10x Lapis Lazuli
Enchanting Table
10x Lapis Lazuli
Enchanting Table
Golden Apple
2x Apple
2x Apple
Wooden Axe (Efficiency I)
Wooden Pickaxe (Efficiency I)
Wooden Shovel (Efficiency I)
Wooden Pickaxe (Efficiency I)
Wooden Shovel (Efficiency I)
Iron Pickaxe (Efficiency I)
Basic Wall Wand
Basic Wall Wand
Dragon Fire Wand
Regen Wand
Regen Wand
Pet Cat
Pet Dog
Splash Potion of Healing I
Pet Dog
Splash Potion of Healing I
Villager Spawn Egg
10x Emerald
10x Emerald
Wooden Axe (Efficiency III)
3x Oak Log
3x Oak Log
Water Bucket
Splash Potion of Poison I
Regeneration Potion I
Splash Potion of Poison I
Regeneration Potion I
White Leather Boots (Feather Falling III)
4x Hay Bale
4x Hay Bale
Stone Pickaxe (Fortune II)
3x Iron Ore
3x Coal
3x Iron Ore
3x Coal
Flint & Steel
Leather Chestplate (Fire Protection III)
Leather Chestplate (Fire Protection III)
Pumpkin
2x Snow Block
Wooden Shovel
2x Snow Block
Wooden Shovel
2x Zombie Spawn Egg
1x Skeleton Spawn Egg
1x Splash Potion of Damage I
1x Skeleton Spawn Egg
1x Splash Potion of Damage I
Fishing Rod
Water Bucket
Cooked Salmon
Water Bucket
Cooked Salmon
Does not have a secondary kit, because I could not think of a distinct one :/
5x Iron Ingot
Cyan Leather Boots (Depth Strider III)
Potion of Water Breathing (3:00)
Potion of Water Breathing (3:00)
Chainmail Chestplate (½ Durability)
Lingering Potion of Poison I
Lingering Potion of Poison I
Pig King Hat (Fire Protection L)
2x Exploding Pig Spawn Egg
2x Exploding Pig Spawn Egg
I realise that this is an immense number of kits, and though while this should be okay for Java, on Bedrock, especially for mobile players, designing an accessible and non-clunky UI to contain all of these kits would be pretty much impossible. However, 4 kits is a very small number of kits, and they all have very little bearing on gameplay. I've decided to pick 10 of the most unique kits that should be ported over to Bedrock with the changes above (in decreasing order of importance):
- Warrior
- Builder
- Chef
- Healer
- Toolsmith
- Heavy
- Archer
- Wizard
- Lucky
- Enchanter
VILLAGER OVERHAUL
Let's make villagers cooler!
General Villager Changes:
- The Villager Tower drop has a 4x chance of occurring within the first 90 seconds of the game, as to encourage grinding for certain resources early on.
- Villagers aren't ludicrously fast.
- Villagers cannot die by suffocation.
- Villagers immediately turn into witches if they are attacked by a player, but only initially aggro on the player that first attacked them.
- As a villager is on average, MUCH better than before, only 4 villagers spawn during the Villager Tower drop.
- Villagers must perform a trade in the current highest tier to unlock trades in the next-highest tier.
- Trade limits reset after 90s.
- 1x item limit: Block Zapper, Elevation Sceptre
- 2x item item limit: all special bows, all wands, Magical Water Bottle
- 4x item limit: all enchanted items, Golden Apple
- 6x item limit: other buy offers
- 10x limit: all sell offers
- All items that are enchanted have completely random enchants, with the chance of getting multiple enchants, though not guaranteed to be the highest enchant level possible (specified by “Max tier enchant x”)
- All probabilities within buy and sell offer amounts are equal (eg. the chance of a Weaponsmith buying 2 Iron Ingots for 5 Emeralds is the same as it buying 3 Iron Ingots for 5 Emeralds).
- In the Overpowered modifier, all villagers’ buying prices are reduced by 2 Emeralds, and selling prices increased by 2 Emeralds.
- In the Magical modifier, all wands, potions, and enchanted books are 10% off their Emerald buying price. Additionally, all diamond-related trades are replaced with iron equivalents (eg. the Weaponsmith buys Diamond Swords for 10 Emeralds, but in Magical it buys Iron Swords for the same price).
Weaponsmith
Tier | Buying | Selling | Enchants/Modifiers |
1 | 2-3x Iron Ingot | 5x Emerald | |
1 | 2-4x Emerald | Iron Sword | |
2 | 6-9x Emerald | Iron Axe | |
2 | 8-10x Emerald | Fire Sword | |
3 | 12-15x Emerald | Iron Sword | Max tier enchant II |
3 | Diamond Sword | 10x Emerald | |
4 | 15-18x Emerald | Diamond Sword | Max tier enchant II |
4 | 17-20x Emerald | Diamond Axe | Max tier weapon enchant I |
5 | 20-23x Emerald | Wooden Sword | Knockback III, Durability 2 (Note: Repairing/Enchanting this weapon would set it to K.B. II.) |
Armorer
Tier | Buying | Selling | Enchants |
1 | 1-2x Diamond | 8x Emerald | |
1 | 2-4x Emerald | Chainmail Boots | |
2 | 2-4x Emerald | Chainmail Helmet | |
2 | 5-10x Emerald | Iron Chestplate/Leggings | |
3 | Diamond Helmet | 16x Emerald | |
3 | 12-14x Emerald | Iron Chestplate/Leggings | Max tier enchant III |
4 | 18-22x Emerald | Diamond Helmet/Boots | Max tier enchant III |
4 | 22-26x Emerald | Diamond Chestplate/Leggings | Max tier enchant III |
5 | 11-15x Emerald | Pig King Hat | Fire Protection L |
Toolsmith
Tier | Buying | Selling | Enchants/Modifiers |
1 | 2-5x Gold Ingot | 4x Emerald | |
1 | 1-3x Emerald | Stone Pickaxe | |
2 | 3-6x Emerald | Iron Shovel | Max tier enchant II |
2 | 4-8x Emerald | Stone Axe | Max tier tool enchant IV |
3 | Diamond Pickaxe | 10x Emerald | |
3 | 10-12x Emerald | Golden Pickaxe | Efficiency 127, Unbreaking V, Durability 10 |
4 | 13-15x Emerald | Diamond Pickaxe | Max tier enchant IV |
4 | 10-14x Emerald | Diamond Shovel/Axe | Max tier tool enchant IV |
5 | 19-22x Emerald | Block Zapper |
Fletcher
Tier | Buying | Selling | Enchants |
1 | 24/32x Stick | 4x Emerald | |
1 | 2-4x Emerald | 10x Arrow | |
2 | 2-4x Emerald | Bow | |
2 | 5-8x Emerald | Shotgun Bow | |
3 | 2-4x String | 6x Emerald | |
3 | 10-14x Emerald | Explosive Bow | |
4 | 16-18x Emerald | Frozen Shot Bow | |
4 | 17-20x Emerald | Bow | Max tier enchant III |
5 | 22-27x Emerald | Grappling Hook Bow | |
5 | 8-12x Emerald | 4x Tipped Arrow of Slowness I/Weakness I/Poison I |
Librarian
Tier | Buying | Selling | Enchants |
1 | 2-4x Paper | 5x Emerald | |
1 | 4-7x Emerald | Enchanted Book | Max tier tool enchant III |
2 | 1-3x Emerald | Bookshelf | |
2 | 6-10x Emerald | Enchanted Book | Max tier weapon enchant III |
3 | 3-6x Emerald | Tracking Compass | |
3 | 18-24x Emerald | Enchanted Book | Max tier armor enchant IV |
4 | 5-10x Emerald | Anvil | |
4 | 18-24x Emerald | Enchanted Book | Max tier bow enchant III |
5 | 25-32x Emerald | Enchanted Book | Max tier weapon enchant IV |
5 | 10-15x Emerald | Enchanted Book | Mending or Unbreaking III |
Cleric
Tier | Buying | Selling |
1 | Brewing Stand | 6x Emerald |
1 | 3-6x Emerald | 5x Bottle o’ Enchanting |
2 | 2-5x Emerald | Enchanting Table |
2 | 4-8x Emerald | 3x Lapis Lazuli |
3 | 2x Glass Bottle | 3x Emerald |
3 | 10-12x Emerald | Potion of Swiftness II/Strength I/Regeneration I |
4 | 9-15x Emerald | Ender Pearl |
4 | 12-14x Emerald | Potion of Harming I/Poison I/Weakness II |
5 | 16-20x Emerald | Shield Wand/Frozen Path Wand/Updraft Wand/Elevation Sceptre |
5 | 16-18x Emerald | Dragon Fire Wand/Fireball Wand/TNT Wand/Lightning Wand |
Chef
Tier | Buying | Selling |
1 | 2-3x Raw Chicken | 5x Emerald |
1 | 2-4x Emerald | 4x Bread |
2 | 2-4x Emerald | Cake |
2 | 3-7x Emerald | 3x Steak |
3 | 12-14x Emerald | Replenishing Carrot |
3 | 18/21/24x Wheat | 3x Emerald |
4 | 6-9x Emerald | 3x Golden Carrot |
4 | 13-16x Emerald | Golden Apple |
5 | 16-20x Emerald | Magical Water Bottle |
5 | 14-20x Emerald | Exploding Pig Spawn Egg |
The duration of the Strength I potion found in the "Brewing Stand" drop is reduced to 60s.
The Hot Potato can be picked up, and thrown back after it has already been thrown. However, the Hot Potato deals its greatest amount of damage whilst in the inventory. To compensate for this new mechanic, the time it takes to explode is doubled.
Monsters that can equip equipment will pick up dropped items.
The superfast low durability Golden Pickaxe will have 15 durability, but only Unbreaking V. The durability of this pickaxe is often too unpredictable to be useful.
Elytras cannot be repaired, and they cannot be fused in the crafting menu.
There are some maps that use daylight sensors (eg. Tokyo, Firehouse) as building materials, but because of the texture pack, they appear as the Pig King Hat. Might want to get that changed!
Decrease the cost of all perks by 50%. All perks already bought beforehand should have appropriate points returned. Though the perks give minor chance-based conveniences, it still certainly feels unfair, especially for newer players.
Version Parity! Port ALL (or at least as many as possible) of the maps/items/perks/lucky block events from Java Lucky Islands to Bedrock Lucky Islands and vice versa. In my opinion, Bedrock’s map, item, and lucky block event variety is significantly lacking compared to Java’s, especially when it comes to the Teams mode between each version. I hear cries for a “Duos” gamemode on Bedrock for Lucky Islands, and while I support this, having the variety of team sizes on Java’s teamed mode ported to Bedrock would cater to all types of team sizes and number of teams.
The Fortune enchantment works on blocks it usually wouldn’t, like how it is on Skyblock (iron ore, melons, logs, etc). The effect only works on blocks that have been “naturally generated”; from the map or a lucky block event.
Make the item name/texture difference of the Negative/Positive Potion Wand more noticeable, as it isn't super clear that the Potion Wand is split into two like this.
After using the Shield Wand, a maximum of 5 hearts can be dealt from fall damage.
If the Shield Wand is used below y level 5 (around where it can't save the player), the shield and the player will be brought up to y level 5, sparing the player. If this happens, the Shield Wand will be disintegrated.
Have the ability to cancel the Grappling Hook bow ability by right-clicking.
Riding on a pig will grant the pig and the player Swiftness III, and for 5s after dismounting. This change has been made to make the pig+saddle+carrot on a stick drop less useless.
The top-middle block in a cage trap is a block of obsidian rather than an iron bar, to prevent players from jumping through the holes created by iron bars.
Cage traps can't be activated by teammates.
Dissolving Iron/Diamond/Gold dissolves slower while it is in the crafting grid.
Pet Cats and Pet Wolves can be distracted by dropped Raw Cod and Raw Meat respectively, to make cats' ludicrous speed less infuriating, and giving players an alternative to brutally slaughtering these poor animals.
Witches on Bats can be stunned in place for 4s by any projectile (snowballs, arrows, etc.).
Decrease the item smelting time (in a furnace) by half.
Over time, the drop events from Lucky Blocks become more extreme, decreasing the chance of coming across drops that are more mediocre.
For whatever reason, camping is bannable. Before reading the rules thoroughly, I never knew this, and I'm sure this is the case for many other people. But whatever, camping is annoying and banning it is a solution I suppose, but I want to solve this issue from a more gameplay perspective. It should be disadvantageous to camp. To disincentivise camping, as well as making incredibly drawn-out games less frequent:
- After 8 minutes from the start of the game (or 3 minutes after all but two players/teams are remaining), all players will be given a Player Tracker. A warning will be broadcasted in chat 15 seconds beforehand, so that if a player's inventory is full and they would need one, they have a bit of time to get ready. Additionally, all kit effects involving receiving an item after x seconds no longer activate past this point.
- After 10 minutes from the start of the game (or 4 minutes after all but two players/teams are remaining), Lucky Blocks at the centre of the map will regenerate.
- After 12 minutes from the start of the game (or 5 minutes after all but two players/teams are remaining), blocks closest to the bottom, top, and edges of the world will start to disintegrate, and players too low, too high, or too far will start to take massive damage (a la the void). A warning will be broadcasted 60 seconds beforehand, so that players have time to run towards the middle of the map before their demise meets them.
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