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    Minecraft The Sand Drake: Your Friendly Neighbourhood Dragon (+ concept art)

    Minecraft The Sand Drake: Your Friendly Neighbourhood Dragon (+ concept art)


    The Sand Drake: Your Friendly Neighbourhood Dragon (+ concept art)

    Posted: 13 Mar 2019 09:55 AM PDT

    I've already posted this suggestion on the feedback site, and it's just been approved and is thus now visible so I'm sharing the suggestion here, too. If you like it, please consider voting for it (or I suppose suggesting tweaks in the feedback comments as mojang could actually use it if this was ever considered)!

    There are some parts that could or should definitely be changed if this was ever implemented as a vanilla mob, such as the use for the drake talon drop, and some balancing to get them just right, but I thought that this was complete enough to post. :) The suggestion portion of the post is the same text as you see there, just with some formatting tweaks.

     

    Concept art and summary

     

    In the years I've been playing (since just before 1.5), one of the consistently repeated suggestions I've seen from players is another dragon. Pet dragons, rideable dragons the size of the ender dragon, a tamable ender dragon, the 'red dragon', and everything in between. The majority of the ways these could be implemented are overpowered, unbalanced, or simply impractical.

     

    What if the dragon was smaller? What if it was a regular mob? What if it was a drake, instead – a lesser, more common dragon? Well, while the sand drake is no ender dragon, but you'll find that it's both foe and friend regardless! In this suggestion I hope to adequately explain this theoretical mob, their potential purpose, and their place within the world of Minecraft.

    My intention is to present them as both a threat and a useful friendly mob, dependent on the player's behaviour and their immediate environment.


    Basic Characteristics

    The sand drake is found in dry/warm biomes: the desert, savannah, and badlands biomes, and their subtypes. It spawns uncommonly in small groups of 1-3 adults, and very rarely (5%) as a single adult and its egg(s). It's long and narrow, about 3-4 blocks long, with a wingspan about 3 blocks wide when outstretched, and a long neck and tail.

    The sand drake is predominantly terrestrial. When it moves it uses a hopping/bounding motion similar to a leaping run or a rabbit hop, and moves quite quickly doing so. It's only quicker in flight, and then only in short bursts.

     

    Similar to turtles, the sand drake lays eggs, one or two at a time. I imagine it making three types of sound: a bellow, hiss, and chirp.

    The concept art above shows a desert-coloured sand drake, but there might even be three variants/skins, one each for desert, savannah (brown/green), and badlands (reddish). This I assume could work the same way it does for rabbits. Also alongside the variant possibility are different breath/spit weapons for each type!


    Behaviour

    The sand drake is a neutral mob, but not always! While they may be small, they are still dragons, and if you approach too closely without a food item or a gold nugget in hand or offhand, they will eventually turn hostile and attack. They'll hiss as a warning when the player comes within the danger radius of around ten blocks, and the closer they approach, the more likely the sand drake is to attack.

    Additionally, they also attack any mob that damages them, and attack phantoms and illagers within their immediate area without being provoked. They will hunt most livestock mobs, including sheep, chickens, and cows, and may attack villagers. Phantoms, illagers, and creepers all actively avoid them.

     

    When they do attack, sand drakes have two methods: first is the standard melee bite, as many other mobs have; the second is a ranged breath weapon, where they spit venom at the player. It hits like a splash potion with a considerably smaller range (around half to 3/5ths) and inflicts a slightly stronger than normal poison effect.

    (I considered a fire attack instead of poison, but that might cause some issues with the drakes griefing everything around them during a fight. However, it's also worth considering how this could play into them attacking villagers and burning down village buildings, living up to the dragons of legend!)

     

    Like other animal mobs, sand drakes wander around the area they spawn in. They will not run from or avoid the player – the player must go around them – and may be attracted to gold ingots and nuggets dropped on the ground. They may also be attracted to fire, which in this case does not harm them.

    If sand drakes do attack villagers, this behaviour is disabled when they are tamed, similar to wolves and sheep, etc. Villagers will also flee a wild drake (and golems may attack them), but not a tamed one.

    The player may placate an angered sand drake with a gift! This will be from the same pool of items as approaching them (food, gold nuggets), and the drake will consume up to five items before it becomes neutral, determined by its remaining health. Drakes may be fed these items directly or pick them up when dropped. Which brings us to… taming!


    Taming and Breeding

    Sand drakes are tamed and bred with gold ingots and/or golden apples. In addition to these, when fed gold nuggets or any cooked meat their tame chance rises. Any food item will heal them when fed.

    Once tamed, drakes behave similarly to wolves, cats, and parrots. They become passive to all other passive mobs, will follow the player at varying distance, and can be told to sit. If they enter combat, with or without their owner, they'll resume sitting when combat ends.

     

    When it comes to breeding, sand drakes can be finicky creatures. They are dragons, after all! They require gold to consider conditions correct for breeding, and may need several attempts/feedings before entering 'love mode'.

    (Perhaps they may even require a gold block to lay their eggs on? If so, upon entering 'love mode', the sand drake pair will seek the nearest gold block and lay their egg on top of it. This may emulate the 'hoard of gold' part of dragon myth.)

     

    Sand drakes will lay one egg, rarely two, at a time. Like turtle eggs these require an incubation period based on stages and ticks, and are vulnerable to mobs (illagers and foxes, perhaps others). The dragonling hatches untamed but trusting of nearby players and takes 20-30 minutes to mature, able to be sped up with gold nuggets/ingots/golden food. If the parents are of two different variants, the offspring may be of either.


    Drops and Usage

    Sand drakes drop a new item called Drake Scale. Up to two scales are dropped when a drake is killed, but they also drop one every 24,000 ticks/20 minutes when at full health, in the same way that chickens lay an egg every ten minutes.

    Similar to scutes, drake scales are used in crafting. When crafted into boots, 4 drake scales become drake talons in the same way that scutes become turtle shell. Drake talons have the same armor/protection as iron boots, but also bestow the Jump Boost effect on the player.

    Drake scales may also be used in potions, or applied to shields to strengthen them.

    (Note: I'm not sure about the choice of enchantment effect for the drake talons, and there may be others that are more fitting, or even a brand new effect. Also could be used for new armor types in general)


    Thank you for taking the time to read this! I've always wanted to see more fantasy mobs in Minecraft, and have wondered about how dragons could possibly be implemented without being overpowered. I hope this suggestion achieves that balance while also managing to be an engaging and unique mob.

    I'm aware that this is quite a long post, but as this is a detailed suggestion, I thought it best to be thorough.

    My concept art model in the image at the top of this post was made in Blockbench.

    As a closing note, there is a secondary part of this suggestion: mountain drakes. These would be larger, about twice the size of sand drakes (half the ender dragon's size) and spawn exclusively in mountainous biomes. They are hostile, untamable, and serve as minibosses to the players who stumble across them.

    Mountain drakes would theoretically spawn very rarely, never despawn, and remain asleep and in hibernation until disturbed by being damaged. I haven't fleshed this concept out enough to talk at length about It, however.

    (fun note: I had originally planned to suggest goannas/monitor lizards, but thought that we could use more fantastical mobs, and what creature is more similar to dragons than varanids? Aside from crocodilians)

    Again, if you like this suggestion, please vote for it!

    submitted by /u/Thorolhugil
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    Primal Prismarine

    Posted: 13 Mar 2019 05:42 AM PDT

    A suggestion I have for a set of blocks is Primal Prismarine. Primal Prismarine is like prismarine but a color texture just like the Elder Guardian. It generates in Monuments around where Elder Guardians are. Primal Prismarine is crafted with prismarine bricks along with sand. The gimmick Primal Prismarine is that upon breaking it, the player will receive a few seconds of Mining Fatigue III, making it an excellent defense material

    submitted by /u/InonednTheDragon
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    Watering can

    Posted: 13 Mar 2019 01:24 PM PDT

    Watering cans can carry water inside them, and can be used to:

    • Instantly grow grass back on dirt blocks

    • Grow tallgrass on grass blocks, with a 1/5 chance to grow a flower (which makes them more renewable)

    • Hydrate farmland without water source blocks

    Vote this suggestion on feedback.minecraft

    submitted by /u/Mac_Rat
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    MC should have a dedicated folder where deleted worlds go before being truly deleted.

    Posted: 13 Mar 2019 12:24 AM PDT

    While this is a repeat of two different submitted suggestions the younger is 4 months old and the older is over 5 years old at this point in time. So, I thought I'd suggest it again myself.

    Minceraft should have a folder where deleted worlds go. It wouldn't be visible or accessible within the game itself, but it would make it a viable option for deleted worlds that were either accidental, or done in rage. The way it currently works is:

    1. Player deletes world from within the game
    2. It's gone.

    The new system could work something like this:

    1. Player deletes world from within the game
    2. World that is 'deleted' would be moved to a folder within the MC directory.
    3. A new .txt file is created within the save folder. It is named "countdownofdoom.txt," and would start with the only character being a numerical number, starting at 5.
    4. Every time the game is launched, the number is decreased by one.
    5. When the counter reaches zero, then the world is deleted for good.
    6. If a save is moved from the deleted saves folder into the regular saves folder, the .txt file is deleted upon loading the save.

    This system gives a safe-guard against rage induced deletions, as well as accidental deletions. I feel this could be an elegant solution as well, as they don't get hidden for the rest of eternity, maybe for a month in the worst case scenarios (where they're a regular player).

    This suggestion doesn't solve the problem of how easy it is to delete a world, per say, but it gives a viable option for those who are a bit too hasty. Not everyone remembers to make a backup, or aren't tech savvy enough to even consider setting up an automatic backup system.

    And yes, I did lose a small world from rage.

    submitted by /u/ShamefulPuppet
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    Passive Mobs in the Nether

    Posted: 13 Mar 2019 09:20 AM PDT

    Despite being portrayed as this scary, molten dimension with no mercy for the weak, the Nether is rather tame towards the endgame, to the extent where some maniacs decide to host their main base in the Nether, or at least have some kind of system there. After a while, the Nether just seems more annoying rather than challenging. I feel like this could be changed by adding some more mob variety to the Nether - specifically to make things less... aggressive. These new passive mobs act more as a resource rather than a threat. Here are a couple of quick ideas.

    • A goat where shearing it gives nether wart and milking it gives lava.
    • A new type of golem made of quartz.
    • New types of fish found exclusively in the lava in the Nether.
    • Perhaps the scrapped regular Pigman?
    submitted by /u/PloopTheWizard
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    Phantoms should attack Villagers that haven't slept

    Posted: 13 Mar 2019 01:17 PM PDT

    Option 1. Phantoms spawn only when a player has insomnia. But they attack any Villagers with insomnia too.

    Option 2. Phantoms can spawn & attack villagers, if they have insomnia, but do not attack players, unless they have insomnia too.

    feedback site comment

    submitted by /u/Mac_Rat
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    With sign text now changeable using dyes (1.14), is it time for colourful item frames?

    Posted: 12 Mar 2019 05:31 PM PDT

    With 1.14 on the horizon, we will soon be able to change the colour of sign text by right clicking using dyes. Why not allow us to change the colour of item frames in the same manner?

    Quick reference mock-up: https://i.imgur.com/9FAU9vx.jpeg

    submitted by /u/Notthatkindofpole
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    Hydrator

    Posted: 13 Mar 2019 08:03 AM PDT

    My idea is for a new kind of crafting table/ furnace but you put a water bucket in and put in concrete powder and it hydrates the concrete powder in to concrete it would help with building in survival because you would not have to use all the water buckets and place the concrete powder

    submitted by /u/irongulum
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    Middle mouse button idea

    Posted: 13 Mar 2019 03:16 AM PDT

    (On java edition (havent tested with other platforms) )

    When you hit the middle mouse button while aiming at a block, that item gets selected in your inventory if you have it in your inventory.

    This is very useful, but if select stone and we don't have any, could we make it so it chooses cobblestone instead? The same thing goes with grass/dirt blocks

    submitted by /u/EatABigCabbage
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    Swamp biome tweaks

    Posted: 12 Mar 2019 11:29 PM PDT

    Hey there y'all. This is my first time posting here (and on Reddit). I have a few interesting ideas for existing biomes. I'm going to start with the swamp biome. Enjoy! ;)

    1) Fog - A new weather type. Swamp biomes should have a 30% chance per day for fog to appear.

    Aside from reducing visibility, fog also completely blocks the effects of night vision potions.

    2) New mushroom variation - Exclusive to this biome. The third mushroom variation is dark orange with black dots. It is called odd mushroom.

    It is edible but will cause the blindness effect and poison ll effect. It is however the base for the potion of confusion. This new status effect will temporarily switch all controls (left is right, jump is crouch, ...)

    3) Better witch huts - Witch huts now have beds, bookshelves and chests with either potions of healing or harming.

    4) Mud block - A new block type exclusive to this biome. It will be found mostly in and around the water of swamp biomes.

    When walked on it slows the player down just like soulsand. When dried in a furnace it will create hard mud balls. A throwable item that increases in damage by the range it hits (connects from a great distance = high damage)

    5) New fauna - Eels can be found exclusively in swamp waters. They can electrify water up to five blocks in each direction if they feel threatened.

    This electricity causes damage to any mob in this vicinity. If a creeper is hit by this electricity three times he will become charged.

    Herons - These waterfowl exclusive to swamps can be seen hunting for fish. On rare occasions they can be seen grabbing treasure associated with fishing out of the water.

    6 Flora - Ferns are now also found in swamp biomes.

    submitted by /u/afoxfromthepast
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    An end-game counter for mob spawning and griefing in unlit areas.

    Posted: 13 Mar 2019 02:53 AM PDT

    I desperately want a way of fully preventing mob spawns and/or mob griefing in certain unlit or dimly lit areas. It's reasonable to want some dark areas in a build, whether it be for an open field within a player made town/city, parts of my buildings on which I don't want torches or other light sources e.g. the roofs of my houses, window or structural ledges/balconies where mobs can sometimes spawn or simply for the purpose of variable mood lighting. I suggest either adding an effect to beacons that will prevent mob spawning/griefing within a certain radius or adding a new type of endgame item/block similar to a beacon or the conduit, but solely for the purpose of preventing mob spawns and griefing within a certain radius. I mention griefing not only because of creepers, but I also find it very annoying when endermen teleport to my built-up areas and steal blocks from my buildings or the surrounding land which I have spent much time carefully crafting and terraforming.

    submitted by /u/Jim__Moriarty
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    Add an Obelisk Structure to the Mooshroom Islands...Made out of New and Super-Rare Blocks

    Posted: 12 Mar 2019 09:10 PM PDT

    While the search for a mooshroom or the brand-new brown mooshroom is alluring enough, Mooshroom Islands hold less importance with the addition of Podzol to the game a couple years back. Not only can you find Podzol way easier with several different biomes hosting them (bamboo forests and mega-taigas are just a couple) but Podzol can also grow trees on it, unlike Mycellium which grows only giant mushrooms on it.

    Enter the Solution: Mushroom Obelisks

    Massive in size and decorated with numerous varying designs, the blocks it makes up resemble a color mixed between stone-grey and sandstone-tan, making a brown hue similar to Brown Mooshrooms. These blocks (similarly to how slabs and stairs can be crafted) also can be converted between its slab and stair variants, each different design having its own equivalents. The obelisk itself is solid, with a size (width and lengthwise) around the size of a jungle temple and towering around 60 blocks out of the ground. It comes at a tip in the middle, and the tip has a special block, which I will go over later in this post. It has a unique purpose, which will also be discussed later.

    The makeup of the obelisk is a variation pattern of 6 different block designs (each in the aforementioned color) randomized similarly to the mossy cobblestone in the new Pillager Outpost is, except with 5 different blocks to cycle through. The reason one would want to hunt out an Obelisk is to gain access to uncraftable (other than the slab and stair versions, of course) blocks for building that are both rare (since they aren't found elsewhere) and have a unique color not shared by any other blocks.

    The Block Designs

    -The most common block in the Obelisk has a bricklike texture (not stone bricks, brick bricks)

    -The next block, similarly to the Chiseled sandstone block, has a design in it, but this design in particular is of a mushroom. This block doesn't have a slab and stair variant, just like the chiseled sandstone blocks.

    -The 3rd block is plain and simple, stone brick-style and makes a good foundation for a house.

    -The 4th block pattern is tiled, with 4 tiles per side, kind of like purpur blocks

    -The 5th and final block pattern is pillarlike, a quartz-pillar copy but with a border on each corner. This also has no slabs and stairs

    And the final block that gives the Obelisk gameplay purpose is known as the Obelisk Core.

    Obelisk Core

    The Obelisk Core is pitch-black with runes etched into its sides. While the Obelisk Core's chunk is loaded and it's thundering, all lightning that strikes around a 5-chunk radius centered on the chunk the Obelisk Core is in will strike the closest Obelisk Core to where it would've struck.

    This prevents a great portion of the Mooshrooms on the island from transforming, since a lot of the lightning would deflect onto the Obelisk itself, and it's too high up normally to hit the mooshroom. This forces the player to move the Obelisk OR move the Mooshrooms to a safer location so that they can reap the rewards of a brown mooshroom. The Obelisk Core breaks at diamond-pickaxe level and drops itself when you use Silk Touch, so if you can grab it, you may be able to use the lightning to your advantage, maybe to prevent players with Channeling from using their tridents, or to intentionally hit mooshrooms on demand.

    submitted by /u/DarkDevero
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    Minecraft Dungeons and Portals that we need

    Posted: 12 Mar 2019 08:57 PM PDT

    Few moments ago I was checking on the game Hytale (Minecraft copy) and I was shocked at what this game will have on launch!

    These two pictures down below are from the Hytale, and when I saw them I got instantly shocked and jealous that Minecraft after 14 versions and so many years and updates doesn't have something like this and yet this game will have this and ton of other stuff on launch.

    Now, I know Strongholds exist in Minecraft but that isn't enough and is pretty much repetitive to find in every world. Imagine Minecraft having some kind of Dungeons full of deadly Skeletons and new enemies, Mummies, that are sleeping until the Player gets near them like in this video: https://www.youtube.com/watch?v=vrPqaPvZDVA

    Or perhaps we could find some kind of Labyrinth/Maze that has hidden chest at the end of it. Or maybe some kind of easter eggs and hidden lore inside the new Dungeons that will give us some kind of short story and such. Same goes for portals, why cant we get an update where we run into another Portal that isn't End Portal, in Dungeons as for example in the images down below.

    Now, I am not trying to advertise Hytale or anything like that, but that game has the chance to become the next-gen Minecraft with all these amazing things right on launch. For years Players have been asking for such things yet we got none of them, for example bosses inside these Portals/Dungeons and such, even the modders are making more content than the developers themselves. I'm hoping this will come true and we will get stuff like this, to expand Minecraft and yet remain simple as always.

    submitted by /u/ffsTeki
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