Minecraft Abandoned Mines should be rich in a Random Ore |
- Abandoned Mines should be rich in a Random Ore
- Minecraft 10th anniversary
- New Potion Effect: Alertness.
- Scorpions for Desert Biomes. Stingers used to brew nausea potions.
- More music for events and boss's
- a designated crafting table for fire works
- how about some chests in the end portal dungeon are traped?
- When we are finally able to lead villagers sometime in the future they should act all fussie and give off lots of sounds along with the stormy clouds effect
- In-Depth Villager Popularity Rework
- Passive animal mobs that aren't farm animals (ie dogs, cats, dolphins) shouldn't drop any items or experience when the player kills them
- Bears
- A few buffet generation suggestions
- Vanilla magic using enchanted scrolls/staves via table (hopefully not too close to fps)
- Alright, I know the game already has bosses. But what about a true end game boss? The true completion of the game.
- Neutral Mobs should spawn in Peaceful.
- Villagers should be unlikely to trade with you if you harm them.
- Villager skill rank system
- The Swamp Update, or "Swamped In!"
- New Nether Biomes
- Question about pillagers
- Enchanted Golden Apples should be craftable from golden apples somehow
- Bloodsucking bats
- Why are there so few people here as of late?
Abandoned Mines should be rich in a Random Ore Posted: 19 Mar 2019 08:51 AM PDT There was a time where I found an entrance to an abandoned mineshaft on the surface in the Mesa. It was rich in gold and it was so exciting. I'd like to share that fun with other players as well by suggesting that abandoned mineshafts increase the occurrence of a random ore type when generated. When an abandoned mineshaft is generated it should select a random ore type and increase its occurrence by 50% in that region. It may select a secondary ore type and increase its occurrence by 25% as well. Other ores could be scaled down if it becomes too busy. You might find the lapis cave, the redstone hole, the metal maze or the coal cavern with unexpected diamond deposits. It could give you a reason to explore and reasons to stick around as well. I hope you enjoyed this suggestion to improve the underground. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 Mar 2019 06:25 AM PDT On may the 17th 2009 Minecraft was released to the world and 4 years later it became one of the most played games in history. It's a phenomenon in the gaming industry and this year on the 17th of may it will get 10 years old. Shouldn't we do something? Let's brainstorm for ideas how to celebrate that historical event as strong and big as possible. An idea would be to make a cross platform server with the most players online at one time as we can get and create a big party. Write your suggestions in the comments! Edit: Make suggestions for Mojang and for the community. It would be great when the community would make a big project without Mojang. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 Mar 2019 09:08 AM PDT A new potion effect called Alertness will increase the volume all mobs make within 50 blocks. The Alertness potion can be brewed with a new item called Bat Ears, which are uncommonly dropped by Bats. The Alertness Potion can be enhanced to Alertness II to extend the range to 75 blocks. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Scorpions for Desert Biomes. Stingers used to brew nausea potions. Posted: 19 Mar 2019 09:47 AM PDT Mob type: Hostile/Neutral HP:(8) Armor Points:(8) Attack Strength: Easy:2 Normal:3 (Nausea) Hard:4(Nausea) Size: Height:1.5(including tail) Width:1.4 Spawning: Desert, Desert hills and Desert caves.Spawns in desert biomes in place of 90% of all spiders spawned in deserts. Neutral at daytime. Common Drops: Scorpion Stinger (0-1) Flint (0-1) Scorpion Stinger: The stinger cause be used to brew nausea potions. Experience: 6 Behavior:Attacks player with claws and stinger giving the player nausea for 7 seconds. Neutral at daytime. Extras: 1% chance for a glowing scorpion to spawn Also an extremely rare new variant: The glowing scorpion jockey. (Wrote this in a rush, so sorry for the bad english.) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
More music for events and boss's Posted: 19 Mar 2019 03:17 PM PDT i just tested out a raid and honestly it was a bit dead and didn't feel very exhilarating much like the other boss's i feel like with some more music it would add a bit more life to the more intense part of the game like for raids some dramatic music could start or with the ender dragon and evoker they could make some designated boss fight music for the fights i feel like this would add a bit more life to the game in general music really makes things appealing i dont even like pokemon but the song it the first detective pikachu trailer instantly hyped for the movie music really makes more lively and i feel the boss fights would be a bit more thrilling compared to the dead tone of silence [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
a designated crafting table for fire works Posted: 19 Mar 2019 03:06 PM PDT similar to the loom with banners this would really make crafting fireworks a less tedious experience [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
how about some chests in the end portal dungeon are traped? Posted: 19 Mar 2019 05:42 AM PDT with stuff like arrows or fire charges etc. this would add a bit more challenge to looting those ominous suspicious looking chests in the dungeon.mabey the traps could be some how designed to go off if you don't disarm it in a certain way to make it different from any other traps in the over world..what are your thoughts? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 Mar 2019 12:06 PM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
In-Depth Villager Popularity Rework Posted: 19 Mar 2019 11:20 AM PDT This is a follow-up to my previous post on Pillagers. There are a few ideas I had for village improvements (this is just the first part of several more suggestions, coming later): Popularity Rework-An idea not initially concocted by me is a rework/upgrade of the villager popularity system. I think the system they showed is actually very good, but I'm going to put out my version of their system:
Anyway, that's all I have for now. See you soon, and Tell me what you think! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 Mar 2019 09:58 AM PDT Players need to eat and collect important resources, so obviously cows, sheep, chickens, pigs, fish, and rabbits should have drops, but aside from them, the game shouldn't reward people for attacking defenseless animals. Villagers don't drop any items or experience, which is great because murdering innocent people is not something to be encouraged, we should just apply this mindset to animals that you don't need to farm. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 Mar 2019 05:34 AM PDT So we've had polar bears for a while now, and i always wondered why there are no regular bears throughout forests, and taiga biomes perhaps? Now we're getting the fox in 1.14, and it has a brown, and white variant for different biomes Why do we have 2 variants of foxes, but only polar bears?? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
A few buffet generation suggestions Posted: 19 Mar 2019 04:19 PM PDT All Biomes / Large Biomes Option [or floating island / cave option elsewhere] This is mainly with the floating island option in mind, as currently in the snapshots, you can only get floating island and cave generation with a single biome. An alternative would be adding customization options to Amplified so multi-biome world generation can have a little more variety. Floating Island Generation Does Not Affect Structures Currently, floating islands cut dungeons and abandoned mineshafts apart, often times rendering them useless. I'm not sure how caves effect structures, I have not found any structures. Trees Auto-Generate in Cave Generation There are no trees or mushrooms naturally in the cave world generations. While this is a good challenge, it takes away one of the most important features of a distinct biome. I'm not sure how doable this is since trees need light to grow, but if an exception were made in the world generation process and not during regular survival, it would be a really interesting survival experience, and maybe make a no tree option for an extra challenge. Thoughts? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Vanilla magic using enchanted scrolls/staves via table (hopefully not too close to fps) Posted: 19 Mar 2019 12:17 PM PDT Introduction: My second post and another wall of text...sorry (this time I also know about the fps thing and I'm not sure how close this gets to it...but I'll try to add some balance and orginal ideas ...however feel free to remove the post if it has already been suggested to this extent in a far too similar fashion). I know what some of you people might be thinking. "But we already have magic in Minecraft!" (or too much depending on personal preference) And this is true. But what am I suggesting you might ask? Simple. Instead of adding additional complex RPG mechanics I thought it would be better to just use the already existing assets within the game (such as the enchantment table) and make the entire 'magic' I'm suggesting purely item based (like with every other preexisting item in the game...ender pearls,totems of undying etc.). A major problem with adding magic (especially any kind of offensive spell) is finding a balance between cost and overall use, be that in PvE or PvP. While some might want live out their power fantasies in the game (mostly only considering singleplayer), I myself disagree with adding anything too powerful to cope with using only a sword or mid tier gear.People should still have a good chance of surviving an encounter with a spellcasting player just using normal means/skill and not being ganked into a corner by an over powered game mechanic (which just feels cheap).Or to specify it a little more... I don't like anything that has grief potential or makes other forms of combat obsolete... otherwise a server would end up in an arms race (why bother with aquiring diamond gear when all it takes to win is the OP staff of killing things +5) the were all the kiddies bunny hop their way to victory using their magical equivalent of a rocket launcher... so no fireballs! At least not as something that sets fire to blocks or craters the landscape into oblivion. For that matter I decided to add wands and scrolls that kind of fill the role as a utility throw away item similar to a splash potion (not a new idea...I admit that... but I'll explain as to how I'll add a few different touches to the idea that does not seem like the idea of an 11 year old wanting emerald gear added to the game), though having their own unique advantages as well as drawbacks when using them. Either way lets get started with the how you can aquire the tools of magic... Getting started: The entire premise of this suggestion was to add some form of more direct approach on magic that is not purely based on potions and does not kill the immersion/ the Minecraft feel. For that matter I intend to use the normal, bog standard enchantment table to enchant certain items using the XP you have collected (like usual).The two new items I had in mind would be a staff and a scroll. To craft the staff you will need two sticks and a piece of quartz (thought I'd add something to the recipe to give you another reason to visit the nether...see picture) as for the scroll you will require a piece of paper and four pieces of glowstone dust (yes I know parchment is made of animal skin...mostly from goats...but this is MC not real life...also debating real life in a suggestion thread about magic seems rather weird).Now that you have aquired these two objects you will have to enchant them via the table like with any other weapon or tool, otherwise your staff will have the same stats like a gold sword.Why is that you may ask?Because it is basically just a fancy walking stick that breaks easily with or without magic.Both items will come with exclusive enchantments that get decided by random like with any other tool/weapon enchantment. However, you won't be seeing a lot of spell with an enchantment table around anything below level 15 enchantments. So you will have to invest a little time and resource to get there, just like the poor alchemist who has to get his stuff from the nether fortress, to make his potions with... no exceptions for you. Differences between staves and scrolls and how to apply them: Now that you have enchanted those items via vanilla enchanting, you may want to know how these tools/weapons are to be used. For that matter I will discuss the use of the scroll and how it is different from splash potions.First of all just like the potion, the scroll is not stackable (on purpose) and you can't just spam the scroll like the potion.Rather you have to keep the right mouse button pressed and wait for the casting animation to finish.Imagine the eating animation (hand moves up and down with the item) but with the standard runes (I know it is the galactic alphabet from Commander Keen)instead of food particles...also less burping and more magic sounds. Also while casting you will move slightly slower (just like the mechanic were you eat a food item).The reason for this is so people can actually stop you from casting by smacking you in the face with a sword (in the name of fairness sorry kids). After having casted the spell the scroll will disappear (no you haven't eaten it) and cause the effect like intended. Staves behave slightly different, they can be used more often but tend to have more supportive spells (not for offense) ...and are still just shiny sticks with the stats of a golden sword. This is mainly because they are still not meant to replace swords nor should they be able to cast the more powerful spells without regards to making archers or potions obsolete.Clicking with the left mouse button will let you hit your target like you would with any other tool or weapon, holding the right mouse button pressed will make you charge the staff similar to the charged attack with a bow.Doing so will make you go slower just like with the bow.The difference here though will be that your view will not change and to cast the spell you will have to wait until fully charged (otherwise nothing will happen...yeah the spell is just cancelled...nothing fancy here). Using a staff spell successfully will deal 5 damage to the durability of the staff (so 6 charges until a full staff breaks...they also can't be repaired on an anvil and combining two damaged staves on a grindstone will give you an unenchanted, slightly repaired staff). I should also mention, that neither scrolls nor staves can receive any enchantment that is not a spell enchantment. So no you can not have a unbreaking III staff that mends itself and has sharpness V unless you cheat one together in creative (like I said...they are not meant to replace other weapons...just add more options to them). The spells (for now just a place holder): The scroll based spells are meant to have some offensive application, whereas the staff based spells are meant for support roles or utility.The offensive spells would probably fly in an arc similar to snowballs or eggs, whereas the staff spells will create an effect directly on the caster or as an AOE around said spellcaster. As of now I only came up with two maybe three spells since I'm trying to avoid duplicate effects from potions/enchanted weapons or at least add something uniquely different to distinguish them from said existing options. For my first scroll spell I have the "Frostshard" spell which essentially lobs a stream of icicles that causes minor damage and freezes enemies into place for 5 seconds (see command block example for that). My first staff spell I would call "Shove" or something like that and as the name implies all it does is create a circular knockback to all targets around the caster (radius roughly 6 blocks or so) pushing them outwards (somewhat violent maybe a knockback III or IV effect), though without actually damaging the mob.This could for example also apply to other entities such as projectiles if you manage to time it right. Though I'd rather advise using a shield.The AOE aspect is meant purely for defense but can technically be used to toss people down ravines if you act strategically (like some people use fishing rods), though it is a bit tricky to use and thus does not entirely make tactics using shields or fishing rods useless. It only adds an area effect that can be helpful depending on effective implementation at the right moment...you can also mess up and get turned into a pincushion by archers. More spell ideas to come: "Ender bolt", a scroll that fires a small purple dart that does 8 damage ignoring shields (weaker than a bow or crossbow, but it punches through shields and no crits...guess there has to be some drawback to it). "Chorusport", a staff spell that casts the chorus fruit effect on up to 3 random entities within a 6 block radius around the caster. So you are basically force teleporting people away from you, as if they were eating a chorus fruit. It may not be very far but this can cause enough confusion for you to flee.Won't probably work very well with AI mobs though. Example spell "Frostshard" using command blocks (simulated with a snowball): You will need 4 command blocks in a row (1 repeater- and 3 chain-command_blocks) to do this. I added this to give a rough idea at how this could work out in the actual game. Repeater block: /execute at @e[type=minecraft:snowball] run execute at @e[distance=0..2,type=!player] run summon minecraft:llama_spit ~ ~ ~ {direction:[0.0,-0.1,0.0]} Chain block 1: /execute at @e[type=minecraft:snowball] run execute at @e[distance=0..2,type=!player] run particle minecraft:cloud ~ ~ ~ 0.1 0.1 0.1 0.01 3 force Chain block 2: /execute at @e[type=minecraft:llama_spit] run execute at @e[distance=0..2,type=!player] run effect give @e[distance=0..3,type=!player] minecraft:slowness 5 5 true Chain block 3: /execute at @e[type=minecraft:llama_spit] run execute at @e[distance=0..5] run playsound minecraft:block.glass.break ambient @p ~ ~ ~ 0.7 2.0 Pictures: The last two screenshots show me throwing a snowball depicting how the frostshard- and ender bolt-spells may conceptually appear in the game. Obviously the max range of the spells has to be reduced to a degree were they don't outshoot arrows and such. As for the ballistic flight trajectory caused by the snowball... I'm not sure if certain spells should keep this flight pattern/behaviour or fly in a straight line. I only used snowballs because I'm not that proficient when it comes to programming trajectories using command_blocks, with a character facing all directions. Anyways I hope I could bring enough originality to an otherwise often suggested idea (that is not entirely insane in its implementation, nor does it destroy the immersion for other players). [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 Mar 2019 03:41 PM PDT My idea is this: Herobrine. And before people roll their eyes. With the introduction of Evokers which use magic in combat, a herobrine boss battle isnt too out there. By gathering 4 resources. Heart of the Sea, Nether Star, and 2 new Items added into the End and Nether dimension, you could create an item that would take you to the void. Herobrines realm. With a heavy theme in black colors. Herobrine floats in the center of several small islands, he utilizes several magics from wither skulls to the evokers fangs. He would teleport between the islands of which he would float and attack at a distance until you get close, of which he would land on the platform and fight you before teleporting away and restarting his process. He would summon some new mobs, Void Entitys that are transparent a ghostlike in appearance. Upon defeating him you get a copious amount of Experience, some rare items and then the totem you used to get to the void. This is your ticket out. Or jump off and appear back where you were. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Neutral Mobs should spawn in Peaceful. Posted: 19 Mar 2019 07:32 AM PDT Hear me out: Iron Golems spawn in villages, but if harmed they will follow you without hurting you. Same with Wolves. So what if Endermen, Zombie Pigmen, etc spawned in Peaceful mode, but never attacked you? This would lead to Peaceful runs being easier since you can get Ender Pearls way more easily. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Villagers should be unlikely to trade with you if you harm them. Posted: 19 Mar 2019 10:13 AM PDT | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 Mar 2019 02:34 AM PDT In the 1.14 snapshots, villager got this ranking system, you would get experience in every successful trade and would level up every time the their experience bar is filled up. Their levels go like this: Novice->Apprentice->Journeyman->Master But currently this ranks just adds to their trading interface and no much else, and I think it would be nice if they can unlock new abilities as they rank up. Format: {villager name} Title
All villagers
Farmers
Fisherman
Shepherd
Clerics
Balance Notes:
Notes:
This is the end of part one, if you guys like this post, I will make a part two [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
The Swamp Update, or "Swamped In!" Posted: 18 Mar 2019 04:35 PM PDT Hey there! Today I got some ideas for improvement of the swamp biome, which could have some improving. Note, the names are still a WIP, so they may not be that good. Animals
Plants
EffectsUpon entering the water on the swamp, you are given a small effect of slowness. By following the frogs while jumping you get the Frog's Jump effect. MonstersWould have the Swamp Zombies, a variant of the Drowned. Because of the low light on the swamps, the zombies can follow you on land, but would receive a slow effect. When on water, the Swamp Zombies are faster than on land, because it's adapted to the swamp water. That's all for now. Suggestions and criticism are welcome. (Also, if it was an update, it's name could be Swamped In. I think it's a great name.) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Mar 2019 06:47 PM PDT Hi, I i'm going to get rid of the MFB idea and just post what might be good for the game. mobs will probably come next, then structures, blocks, and other things in other worlds. okay.
The Spikes: A land with tall, steep and somewhat thin yet large spikes. this place is a land with small pools of lava and several flying mobs around the area. Pigmen are in much smaller groups and one or two wild blazes might come along. there are also bound to be some more intelligent beings in this new rendition of The nether, and they are common here. there are also bound to be some resources of varying use here and there. The Caverns: Large series of caves and empty bowls of darkness and danger. this is where ancient mines rest for eternity, and where deadly beasts make their home. many resources worth mining lay in the dark and ashy caves, but are guarded by their inhabitants. some hoards and even dungeons worth of Rubies can be found deep within the dark depths. The Sanctuary: the only place that can be close to a safe haven in the Nether. it has its own type of Grass, fire-proof trees with red leaves, and a few mobs similar to the ones of the Overworld. their are dangerous plants and even a few dangerous warriors in the woods, but you can also find some homes with one or two inhabitants. however, this place is hard to find in the Nether and takes effort to find without being gravely wounded. The Magmar: A Flat land Magma and lava lakes, you should get some special shoes for this place. it is barren for most and nearly unpassable without frost walker boots (They shall now greatly reduce damage taken by magma blocks). although some beast are able to live here due to their structure, most are either in the air or not on it at all. Cold Springs: if you got into this place, you probably would experience a climactic-shift in attitude of the Nether. although it is constantly steaming from parts of the ground, it has some of the coldest water pools in the three worlds we go to. if they were in our world, the water would instantly freeze, but in the nether it gives you a nice warm buff that really helps. there are a few things that can hurt such as there reversed blazes and some more coated beasts, but nothing to much. well, that's the most you'll get for now, I will go into more detail, but I don't want to spoil anything yet. any comments, complaints, things you want to suggest, you post them in the comments as usual. P.S. I was think of a more civilized biome, but it's the Nether so it didn't fit so well with me. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 Mar 2019 11:01 AM PDT Pre story (start below if you want it short): I recently started playing Minecraft survival in 1.14 snapshots. After a few Minecraft days, I started adventuring my world. <Note: I only had iron armor, no diamonds yet> I killed some mobs and when I chased a pig, it brought me to a village <Note:RIP Piggy 2019-2019> Here I found some interesting villagers, and while I was blocking them in their houses to make them survive, I heared a pillager. When I found him, he attacked me. Story: When he attacked me, I got scared, and I killed him. He had a banner on his head, what made me get the Bad Omen effect. A raid started, and after getting killed a few times, it was me VS the pillager with the banner. Because I didn't want a second raid, I trapped him inside a box of dirt. Now he is still there, raiding the villagers. Question: 1) How did he got in the village??? I checked the world by cheating (I know, I know, I shouldn't have done that), and I didn't found a pillager base at all. Was this a glitch? 2) I don't want another raid if I kill the pillager. If I kill it with lava, do I get the Bad Omen effect or not?? Thanks for reading this. I hope you can help me. Thank you all! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Enchanted Golden Apples should be craftable from golden apples somehow Posted: 19 Mar 2019 10:17 AM PDT What if I already made a golden apple and I want to "upgrade" it? This could be done by surrounding a golden apple with 8 stacks of 8 gold ingots (basically gold blocks minus 1 ingot), or by surrounding it with 8 lapis lazuli pieces or blocks. Lapis is used for enchanting tools and armor, so why not use it for enchanting golden apples? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Mar 2019 10:48 PM PDT These bats are bigger, have red eyes, more menacing appearance, and behave similarly to the Phantom, except that they will hold on to the player until they are shaken off. Armour prevents them from biting. The attack will continuosly drain the players health and the player will have a Slowness effect from the bite. They drop 2 leather on death, and some blood. Blood can be crafted into red dye. Or simply use a glass bottle and the blood in a crafting recipe and you have a blood bottle, which can be used in brewing poison and harming potions. If the date is October 31st, these bats will be found flying around in the daytime, and will not burn up in the sun. They also fly faster than phantoms, and do not rise as high as phantoms do. They spawn in caves on the ceiling and on trees at night. Tree bats are rare compared to cave bats. They hate light and will flee light, and burn up in sunlight unless its Halloween. They spawn more frequently than usual on Halloween and when its midnight. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Why are there so few people here as of late? Posted: 18 Mar 2019 05:55 PM PDT I remember a few months ago there were lots of surprisingly original suggestions being posted here all the time, but at some point the sub went stale. What happened? [link] [comments] |
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