WilderBeacon effects


Yaramy
Ancient

Joined: over 3 years ago
6 topics
9 posts

by Yaramy » over 3 years ago

A new function for the wilderbeacon could be, to make the beacon create the effect it was last inflicted with.

How? You inflict the wilderbeacon with a status effect and it produces that effect. For example: You throw a splash potion to the beacon, now the beacon has that effect (speed, slowness, poison, slow falling, etc)

You could get other effects too, example, levitation when you get the beacon to get hit by a shulker proyectile, dolphin's grace when you get the beacon in water near a dolphin, conduit power the same way, mining fatigue when placed near to an elder guardian, etc.

It still shouldn't be able to produce some of the exclusive effects like saturation, absorption, hero of the village, bad omen, etc, since you can't quite inflict a beacon with those. But most effects could be available.

Of course, you could only have 1 effect active at a time, but the effects would be permanent unless you move the beacon, remove the base or change the effect (just as a normal beacon works :p)

A downside could be that you have to get 5 (or even 6) layers for the new effects to work, which would make the beacon quite expensive and time consuming to move.






RE: WilderBeacon effects


hollmane
Ancient

Joined: over 3 years ago
2 topics
10 posts

by hollmane » over 3 years ago

Hey, 

This looks like an interesting idea! We look forward to discussing this at our next team meeting, thank you for posting your idea here :)

- community team 







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