Minecraft Villagers with higher rank refreshes their trades more often |
- Villagers with higher rank refreshes their trades more often
- A new world generation option
- Slippery when wet
- Jumping fixes for mobs (I'm too tired to make a funny title)
- Motherload Suggestion 6: Redstone Cartography: VES and Magnetics
- Blue ice freezes nearby water sources
- "Background" Mobs
- Villager skill rank system (part 2)
- Unique wood for swamp biome (Bogwood)
- Have something to carry items other than shulker boxes
- Villagers no longer differentiate between different woods or wool colors when trading.
- Different types of bows.
- Glass spawning around dessert lava pools
- Haunted tools
- Remove black outline on blocks (or make it toggle able)
Villagers with higher rank refreshes their trades more often Posted: 28 Mar 2019 05:54 AM PDT I would suggest for each rank promoted (novice to apprentice, for example), the villager will refresh their trade for one more time each day, this encourages people to level up villagers more often [link] [comments] | ||||||||||||||||||||||||
Posted: 28 Mar 2019 09:40 AM PDT Right now in Minecraft our choices are large biome, small biomes, medulium biomes, superflat and amplified. I suggest adding an option that allows the world to generate like the real earth, but at the size of a Minecraft world. This means no cities or anything, but coastlines and biomes spawn similar to the real world. This would prove a fun adventure for players as the biomes would be pretty large and maybe you could even try to travel to where you live now. Thanks for reading :) [link] [comments] | ||||||||||||||||||||||||
Posted: 28 Mar 2019 10:32 AM PDT Take the slippery movement of a player on ice, and apply it during rain to other materials that would be slippery when wet. Glass, iron, gold, maybe diamond and emerald blocks, quartz blocks (not ore), polished stone (andesite etc), maybe sea lanterns, glazed terracotta, beacon blocks. Basically anything that's kind of polished or smoothed, mimicking real life [link] [comments] | ||||||||||||||||||||||||
Jumping fixes for mobs (I'm too tired to make a funny title) Posted: 28 Mar 2019 07:53 AM PDT This one is simple: Mobs should jump ahead if 1 block gaps. If the Gap is 2 blocks wide it will go around it (like normal) and if it's 1 block deep it will go in it anyway to get you. [link] [comments] | ||||||||||||||||||||||||
Motherload Suggestion 6: Redstone Cartography: VES and Magnetics Posted: 28 Mar 2019 03:44 AM PDT ----- Warning! Long post! ----- This is the final post of a series of six suggestions. For links to the others see the first suggestion linked here: Motherload Suggestion 6: Redstone Cartography: VES and Magnetics Over the past week I have posted suggestions for so called Motherload ore deposits, what they all have in common is being super large (several stacks of ore concentrate into small areas) but also super rare. This rarity is to ensure that players don't just stumble upon a Motherload too often, however they are explorable with a little work (similar to how we can explore treasure chests and woodland mansions). This final suggestions proposes two tools that will come in handy for Motherload exploring. VES (Vertical Electrical Sounding)Or VRS if you like (Vertical Redstone Sounding ;) ). https://en.wikipedia.org/wiki/Vertical_electrical_sounding Highlights:
Picture of VES setup in Minecraft: Details: Overpowered? Maybe. Thats why I have a series of nerfs thought out, mainly that the method requires setting up a cartography table and linking up two redstone lines ending with redstone torches. Also the subsurface cross section map doesn't reveal exactly what's what (lava could be water, iron/gold/diamonds can't be differed and so on). The depth that the player could view is dependent on the distance between the two Redstone troches, if they are placed 20 blocks apart you can expect a depth view of 20 blocks. Once the VES rig is set up the player enters an empty map in the cartography table hooked up to the redstone lines and it will then return a VES-Map. Here is a real world example of what a VES cross section could look like: https://imgur.com/a/LXWU7LD Blocks would show up as following: Red = Iron, Gold, Diamonds*, Coal, Lapis, Redstone Yellow = Lava, Water, Marble, Dirt, Gravel Blue = Stone, Air block (nothing, caves), and all other blocks... *(yeah not very conductive but for the sake of the gameplay) I think that if a cave update is added and more predictable subsurface structures are added VES could be a very interesting game feature with several applications other than just finding Motherloads. Imagine all the times you've been digging about aimlessly for ravines and large caverns, it could also help locate abandoned mine shafts and so on. Magnetic mappingThe most simple version of this is the standard compass in the game, it would in this suggestion simply point to any cluster of iron larger than 30 in one chunk bound vertically by 10 blocks (pretty much only BIF Motherloads) when the player is within a certain range of it, ca 5 chunks range? If two compasses are combined in a cartography table (not one in VES setup to be clear) a magnetics map is crafted. This one would be empty just like any other newly crafted map. Simply this magnetics map functions just like a normal map but when used it shows a colour coded map by magnetic strength. The utility of this is limited to iron however. The colour gradient would be from blue to red where red represents the most intense signal. The colour coding would be a function of two parameters: depth and size of iron deposit. This adds an interesting element of uncertainty:
Just as with a normal map the magnetics map is filled out as the player explores the area. Thank you for reading! [link] [comments] | ||||||||||||||||||||||||
Blue ice freezes nearby water sources Posted: 27 Mar 2019 08:45 PM PDT I think that even with being the slipperiest ice, there is nothing really special about blue ice that sets it apart from the other ice blocks. So I think blue ice should be able to freeze the water blocks. It could freeze them in a diamond shape, starting with the water sources right next to it. I had times for how quickly it would freeze water, but I left it out this time because I think details like that should be left to the developers if they decide to add this. [link] [comments] | ||||||||||||||||||||||||
Posted: 28 Mar 2019 01:47 PM PDT By that I mean mobs that wouldn't actively be hunted. There are so many mobs, but so little compactness. I would love to look down and see a worm, or an eagle flying above me. Also a way to tame them like the cat. And usefulness. Like, the falcon could fish, the worm could sit on your shoulder, the rat could be find things, etc. There should be a gradual trust to it too, not just feed and claim. I would live for minecraft to feel alive, but it feels so empty [link] [comments] | ||||||||||||||||||||||||
Villager skill rank system (part 2) Posted: 28 Mar 2019 03:54 AM PDT This is part two, I couldn't fit the whole post in one go, so I made this second one For part one, click here Summary: In the first post I talked about how villagers should unlock new abilities the more you trade with them, their levels go like this: Novice->Apprentice->Journeyman-> expert->Master Format: {villager name} Title
Villager AI TweakIn order for this post to make sense, we would need to change village AI slightly. Eating---In the morning and before bed, villagers would want to eat some food, if they don't you won't see changes until a few days later, they won't die, but they would get almost all debuffs effects in the whole world (minus blindness, levation, wither and poison). Farmers and butchers would be responsible for food, their work stations act as their crafting table, they will be used to craft: bread (farmer), beetroot soup (farmer), all cooked meat (bucher), baked potato Happiness---When villagers are happy, they do their job better, they get an effect called happiness. Happiness is basically speed, haste and strength rolled together. Villagers get happy when: they get good food made by the baker (new villager), when a iron golem gives them a poppy or when a player trades with them. Villagers have a happiness level, when get happy, they get a point. When they get to a certain point, they will get the happiness effect All blacksmiths
Butcher
Baker (new villager)The baker would be a new villager that crafts high end food items that make villagers happy
[link] [comments] | ||||||||||||||||||||||||
Unique wood for swamp biome (Bogwood) Posted: 27 Mar 2019 08:56 PM PDT Seeing as the current swampland trees in Minecraft are unobtainable (as in the leaf structure and vines cannot be copied like a spruce tree could), There should be "Bog sapplings" added as well as have the current leaves and wood changed. All that would need to happen is to replace all the generated leaves and wood of the current trees in existing world's, so no need to find new updated chunks! The leaves could be something similar in color to what is seen now, and the bogwood could be the same oak type log, only have a wonderful greyish blue hue. It would change swamps from the arguably most pointless, and boring biome to something coveted for this awesome grey wood! [link] [comments] | ||||||||||||||||||||||||
Have something to carry items other than shulker boxes Posted: 28 Mar 2019 05:34 AM PDT I don't know if some other are like me but go out and kill the Ender Dragon to get in end cities to kill shulkers and get their shells to make transportable chests isn't something I can do with ease. Also, in real life, I can easily carry stuff in a box and I've never killed a dragon in my whole real life (I know I'm missing something). When Mojang announced barrels, I thought that was it, my long and painful wait to carry items would come to an end... But what? You're telling me they're just like normal chests, but you can open them when there's something on top? Totally stupid. Disappointment 100. And here goes my suggestion to either make barrel and easy way to carry more items (they can even low the number of items I don't care make it happen) or they can create something else. I would be happy and everyone would be too. [link] [comments] | ||||||||||||||||||||||||
Villagers no longer differentiate between different woods or wool colors when trading. Posted: 27 Mar 2019 06:54 PM PDT Annoying as FUCK that Fisherman only accept OAK boats! Oak is the hardest wood to farm. Wool colors shouldn't matter when getting emeralds, either... [link] [comments] | ||||||||||||||||||||||||
Posted: 27 Mar 2019 08:53 PM PDT The new update is going to be combat-themed, right? So I came up with some changes to the ranged combat of Minecraft. First of all, the item we know of as "Bow" is now "Shortbow". It reloads the fastest of the bow types and is the most reliable at any range. Adding two more sticks to stretch the bow out will make a "Longbow". It takes longer to charge up, but deals more damage and flies farther than even the Crossbow. It also has less durability than a shortbow, only 100 uses. Finally there's the Manubalista, which reloads in the style of a crossbow but has it's own ammunition type; bolts. These use the arrow recipe but with iron instead of flint. They're worth it though, as they can actually smash through solid blocks one time to hit things hidden behind them. Anything you guys would add? [link] [comments] | ||||||||||||||||||||||||
Glass spawning around dessert lava pools Posted: 27 Mar 2019 05:36 PM PDT In reality when sand gets heat up it turns into glass. At this time lava pools in desserts are sorounded by stone which does not make sense. As the lava seeped up it would turn adjacent sand into glass. This is why having glass around lava pools makes sense. In addition to this whenever lava touches sand it should turn to glass and when tnt blows up it leaves some glass in the crater where sand would be. This sand that naturally spwans would be rough glass which is harder to see through and more grainy. In addition the nearby region would turn to this glass if lightning hits it. Thanks for reading :) [link] [comments] | ||||||||||||||||||||||||
Posted: 27 Mar 2019 05:39 PM PDT Haunted tools are a type of mob that looks like a tool. Every better material they're made out of is a+10% modifier for all stats. The bottom stats are for all the wooden tools. Health: 5 (2.5 hearts) Damage: 2 (1 heart) Each tool has a special ability depending on the tool Pickaxe: Can mine naturally spawning blocks while attacking, attacks through armor. Axe: Critical hits, stronger against wooden materials. Sword: +1.5 damage. Shovel: Can break dirt (does drop blocks on destruction). They can spawn similar to how zombies spawn. They also have a better chance to spawn as a certain material the closer they are to that material (wood and stone being most common obviously) but they can only spawn at night Drops: Whatever tool they look like. Sorry for the long description. [link] [comments] | ||||||||||||||||||||||||
Remove black outline on blocks (or make it toggle able) Posted: 27 Mar 2019 04:45 PM PDT As title suggests, remove the black outline when aiming at blocks. I do understand the purpose, but I personally do not need - nor want - it to be shown. [link] [comments] |
You are subscribed to email updates from Minecraft's Suggestion Box. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |