Minecraft PC IP: play.cubecraft.net

h0pefulll

Novice Member
Jan 2, 2021
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He/Him
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:​

TierBuyingSellingEnchants/Modifiers
12-3x Iron Ingot5x Emerald
12-4x EmeraldIron Sword
26-9x EmeraldIron Axe
28-10x EmeraldFire Sword
312-15x EmeraldIron SwordMax tier enchant II
3Diamond Sword10x Emerald
415-18x EmeraldDiamond SwordMax tier enchant II
417-20x EmeraldDiamond AxeMax tier weapon enchant I
520-23x EmeraldWooden SwordKnockback III, Durability 2 (Note: Repairing/Enchanting this weapon would set it to K.B. II.)
TierBuyingSellingEnchants
11-2x Diamond8x Emerald
12-4x EmeraldChainmail Boots
22-4x EmeraldChainmail Helmet
25-10x EmeraldIron Chestplate
3Diamond Helmet16x Emerald
312-14x EmeraldIron LeggingsMax tier enchant III
418-22x EmeraldDiamond Helmet/BootsMax tier enchant III
422-26x EmeraldDiamond Chestplate/LeggingsMax tier enchant III
511-15x EmeraldPig King HatFire Protection L
TierBuyingSellingEnchants/Modifiers
12-5x Gold Ingot4x Emerald
11-3x EmeraldStone Pickaxe
23-6x EmeraldIron ShovelMax tier enchant II
24-8x EmeraldStone AxeMax tier tool enchant IV
3Diamond Pickaxe10x Emerald
310-12x EmeraldGolden PickaxeEfficiency 127, Unbreaking 127, Durability 0
413-15x EmeraldDiamond PickaxeMax tier enchant IV
410-14x EmeraldDiamond Shovel/AxeMax tier tool enchant IV
519-22x EmeraldBlock Zapper
TierBuyingSellingEnchants
124/32x Stick4x Emerald
12-4x Emerald10x Arrow
22-4x EmeraldBow
25-8x EmeraldShotgun Bow
32-4x String6x Emerald
310-14x EmeraldExplosive Bow
416-18x EmeraldFrozen Shot/Automatic Bow
417-20x EmeraldBowMax tier enchant III
522-27x EmeraldGrappling Hook Bow
58-12x Emerald4x Tipped Arrow of Slowness I/Weakness I/Poison I
TierBuyingSellingEnchants
12-4x Paper5x Emerald
14-7x EmeraldEnchanted BookMax tier tool enchant III
21-3x EmeraldBookshelf
26-10x EmeraldEnchanted BookMax tier weapon enchant III
33-6x EmeraldTracking Compass
318-24x EmeraldEnchanted BookMax tier armor enchant IV
45-10x EmeraldAnvil
418-24x EmeraldEnchanted BookMax tier bow enchant III
525-32x EmeraldEnchanted BookMax tier weapon enchant IV
510-15x EmeraldEnchanted BookMending/Unbreaking III
TierBuyingSelling
1Brewing Stand6x Emerald
13-6x Emerald5x Bottle o’ Enchanting
22-5x EmeraldEnchanting Table
24-8x Emerald3x Lapis Lazuli
32x Glass Bottle3x Emerald
310-12x EmeraldPotion of Swiftness II/Strength I/Regeneration I
49-15x EmeraldEnder Pearl
412-14x EmeraldSplash Potion of Harming II/Poison I/Weakness II
516-20x EmeraldShield Wand/Frozen Path Wand/Elevation Sceptre
516-18x EmeraldDragon Fire Wand/Fireball Wand/TNT Wand
TierBuyingSelling
12-3x Raw Chicken5x Emerald
12-4x Emerald4x Bread
22-4x EmeraldCake
23-7x Emerald3x Steak/Pumpkin Pie
312-14x EmeraldReplenishing Carrot
318/21/24x Wheat3x Emerald
46-9x Emerald3x Golden Carrot
413-16x EmeraldGolden Apple
516-20x EmeraldMagical Water Bottle
514-20x EmeraldExploding 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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