I was told on another forum to post this here, which seems like a good idea. I've made some minor adjustments and explained in greater detail why I made certain suggestions.
CubeCraft Lucky Islands is probably one of my favourite Minecraft game modes period. It’s fun, chaotic, and has that same energy as playing Mario Party: a good amount of skill is required, but that scoop of luck brings it all together and makes it a blast. I think Lucky Islands has an untapped potential with the sheer amount of things they could do to improve the game mode (a good start would be fixing all the bugs), so I present a giant pile of ideas. Considering the amount of unbalanced and broken ideas I've got here, I wouldn’t expect everything to be implemented, if anything.
I’ve said this before, but I am not a game designer, and most of the things I say may be controversial, so feedback would be greatly appreciated.
NEW ITEMS
Infini-Carrot
A carrot, that when consumed, placed on farmland, crafted into golden carrots, or fed to pigs, replenishes itself.
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.
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)
Block Zapper (Iron Pickaxe)
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)
Rabbit Boots (Dyed Green Leather Boots)
Has Feather Falling II pre-applied.
Gives the player permanent Jump Boost III while worn.
Basic Wall Wand
When right-clicked, a large wall (11 wide, 5 tall) is created, made out of brick blocks.
Cooldown: 40s
Deluxe Wall Wand
When right-clicked on the ground (the block must be full sized, eg. not a chest, hopper, slab, fence, etc), a larger wall (13 wide, 8 tall) is created out of the block type right-clicked on. Blocks created by walls will not override existing blocks (Cooldown: 30s).
If the wand is used whilst selecting no blocks, non-full sized 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: 25s).
Diamond Ore
Diamond Block
Golden Ore
Golden Block
Iron Ore
Iron Block
Emerald Ore
Emerald Block
Bedrock
TNT
Fireball Wand
When right-clicked, summons a fireball in the direction shot.
Cooldown: 35s
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.
Flashy Helmet (Golden Helmet, with ½ durability and Curse of Binding)
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.
Magical Water Bottle
When drunk, removes fire and any negative potion effects from the player, and heals the player for half their missing health.
Cooldown: 25s
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.
Enchanted Blaze Rod
Is alike to a “regular” Blaze Rod (has Fire Aspect pre-applied) but additionally has the effect of the Fire Sword.
Has a 10% 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, shot, etc.) it explodes immediately, dealing similar power to a Trapped Chest explosion.
Potion of Luck
When consumed, gives the player the "Luck" effect, removing the chance for negative drops.
Duration: 90s
NEW DROP EVENTS
Infini-Carrot
Drops a single Infini-Carrot on the ground, with carrot-eating particles and an eating sound effect all around.
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 include:
Random Sword (with random enchants)/Axe
Bow (with random enchants)
Random Armor Piece
Golden Apple
Once one of the items is picked up, the chest, and its remaining contents, self-destruct.
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.
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.
Random Enchanted Book
Drops an enchanted book with 3 random enchants of different item types (eg. one tool, one armor, and one sword)
Additionally summons an anvil and some experience orbs.
End Crystal
Gives the player 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 gold, diamond and iron blocks, as well as indestructible TNT.
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.
Impulse TNT
Drops 2-4x Impulse TNT.
Block Zapper
Drops a Block Zapper.
Rabbit Boots
Drops a Rabbit Boots.
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.
Basic Wall Wand
Drops a Basic Wall Wand.
Deluxe Wall Wand
Drops a Deluxe Wall Wand.
Fireball Wand
Drops a Fireball Wand.
Golden Eggs
Drops 16 Golden Eggs.
Rotten Eggs
Drops 16 Rotten Eggs.
Quick Maths
System ripped straight from the MinerWare minigame
If the player gets it right, they receive 1-2 diamonds.
If the player gets it wrong or the time runs out, they are damaged for 5 hearts.
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.
Magical Water Bottle
Drops a Magical Water Bottle.
Elevation Sceptre
Drops an Elevation Sceptre.
Exploding Pig Spawn Egg
Drops an Exploding Pig Spawn Egg.
How 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 (Curse of Binding, ½ Durability, Mending, Unbreaking III).
Aw Man!
Summons a Charged Creeper.
The Charged Creeper remains idle for 3 seconds, or until attacked by the player.
VILLAGER OVERHAUL
General 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.
As a villager is on average, MUCH better than before, only 3 or 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 120s.
1 item limit: Block Zapper, Elevation Sceptre
2 items limit: all special bows, all wands, Magical Water Bottle
4 items limit: all enchanted items, Golden Apple
6 items limit: other buy offers
10 items limit: 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).
Villager Professions:
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.)
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
3
Diamond Helmet
16x Emerald
3
12-14x Emerald
Iron 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
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 127, Durability 0
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
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/Automatic 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
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/Unbreaking III
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
Splash Potion of Harming II/Poison I/Weakness II
5
16-20x Emerald
Shield Wand/Frozen Path Wand/Elevation Sceptre
5
16-18x Emerald
Dragon Fire Wand/Fireball Wand/TNT Wand
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/Pumpkin Pie
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
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 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, and gives 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.
Iron Sword
Shield
Effect: After killing a player, have a 50% chance to gain Strength I for 6s.
20x Stone
12x Oak Planks
Leather Chestplate
Leather Boots (Feather Falling II)
Effect: Placing blocks (that aren’t valuable, listed in the Wall-creator Deluxe item description) have a 10% chance to not consume from your inventory. Placing blocks that are valuable have a 0.01% chance to not consume.
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).
Leather Helmet
Iron Chestplate
Chainmail Leggings
Leather Boots
Effect: After 150s, all equipped armor pieces receive Protection I.
8x TNT
3x Impulse TNT
3x Redstone Block
Chainmail Boots (Blast Protection IV, Feather Falling II)
Trap Lucky Block Wand
Effect: Receive a TNT every 20 seconds.
4x Diamonds
Effect: Receive a diamond every 35 seconds.
16x Golden Eggs
16x Rotten Eggs
Infini-Carrot
Yellow Leather Chestplate
White Leather Trousers
Effect: Sneaking drops a Golden Egg or a Rotten Egg (Cooldown: 10s).
Deluxe Player Tracker
Black Leather Boots (Feather Falling II)
Effect: Receive an ender pearl every 100 seconds.
Shotgun Bow
8x Arrow
Chainmail Helmet (Projectile Protection III)
Effect: Receive 4 arrows every 30 seconds.
4x Lucky Block
Potion of Luck
Effect: The “Double Luck” perk has a +10% chance to activate.
3x Splash Potion of Healing II
2x Splash Potion of Regeneration II
Red Leather Helmet
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.
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.
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.
Diamond Pickaxe (Efficiency III, Sharpness I)
15x Obsidian
Deluxe Wall Wand
Cage Trap
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.
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.
Pet Wolf
Pet Cat
Pet Snowman
Pet Horse
2x Splash Potion of Healing I
2x Cooked Porkchop
2x Raw Salmon
2x Hay Bale
Effect: Receive Regeneration I for 8s after feeding an animal (Cooldown: 20s).
2x Villager Spawn Egg
20x Emeralds
Effect: Increased chance for the Villager Tower drop to occur.
Wooden Axe (Sharpness I, Efficiency IV, Fortune II, Unbreaking II)
8x Oak Log
Effect: Gain Haste II for 10s after breaking a log.
Wooden Axe (Efficiency III)
Gold Shovel (Efficiency I)
Stone Pickaxe (Efficiency III)
12x Cobblestone
Grey Leather Helmet
Effect: Using any tool (to clarify, excluding swords, bows, and armor) does not deplete its durability.
Water Bucket
Splash Potion of Harming I
Splash Potion of Poison I
Strength Potion I
Regeneration Potion I
Effect: Increased chances for Brewing Stand drop, Potions drop, or Speed Potion drop to occur.
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.
Iron Pickaxe (Fortune III)
2x Diamond Ore
3x Iron Ore
Effect: The “Autosmelt” perk has a guaranteed chance of activating.
Enchanted Blaze Rod
Flint & Steel
Lava Bucket
10x Netherrack
Golden Chestplate (Fire Protection VIII)
Effect: Receive Speed II for 10s after being in Fire/Lava.
2x Lucky Block
Iron Sword (½ 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 armor pieces are worn.
Pig King Hat (Fire Protection L)
Golden Sword (Fire Aspect II, 7 durability)
Golden Chestplate (25 durability)
Golden Leggings (25 durability)
Golden Boots (25 durability)
Effect: Receive an Exploding Pig Spawn Egg every 40s.
SECONDARY KITS
Provide 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? Most of these names aren’t to be taken seriously.
Stone Sword
20x Stone
Potion of Swiftness II
Chainmail Chestplate
Leather Leggings
4x TNT
Stone Pressure Plate
Diamond
Effect: Receive a diamond every 60 seconds.
8x Rotten Egg
Infini-Carrot
Tracking Compass
Bow
8x Arrow
2x Lucky Block
2x Splash Potion of Healing II
10x Bottle o’ Enchanting
10x Lapis Lazuli
Enchanting Table
Golden Apple
2x Apple
Iron Pickaxe (Efficiency II)
Basic Wall Wand
5x Obsidian
Random Wand (Offensive)
Random Wand (Defensive)
Pet Cat
Pet Dog
Splash Potion of Healing I
Villager Spawn Egg
10x Emerald
Wooden Axe (Efficiency III)
3x Oak Log
Wooden Axe (Efficiency I)
Wooden Pickaxe (Efficiency I)
Wooden Shovel (Efficiency I)
Water Bucket
Splash Potion of Poison I
Regeneration Potion I
White Leather Boots (Feather Falling III)
4x Hay Bale
Stone Pickaxe (Fortune II)
3x Iron Ore
3x Coal
Flint & Steel
Leather Chestplate (Fire Protection III)
Chainmail Chestplate (½ Durability)
Lingering Potion of Poison I
Pig King Hat (Fire Protection L)
2x Exploding Pig Spawn Egg
GENERAL CHANGES
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.
Port ALL (or at least as many as possible) of the maps/items/lucky block events from Java Lucky Islands to Bedrock Lucky Islands. 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.
Fortune 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 texture/item name 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.
Dissolving Iron/Diamond/Gold dissolves slower while in the crafting grid.
Pet Cats and Pet Wolves can be distracted by dropped Raw Fish and Raw Meat respectively, as 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.).
Over time, the drop events from Lucky Blocks become more extreme, decreasing the chance of coming across drops that are more mediocre.
Decrease the item smelting time by half.
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.
After 10 minutes from the start of the game, all kit effects involving receiving an item after x seconds no longer activate past this point. Additionally, Lucky Blocks on the middle island of the map will regenerate.
After 12 minutes from the start of the game, 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.
If you’ve read this far, wow. Anyways thanks, and feel free to give criticism to any of the ideas above.
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