Minecraft Enchanted objects with fire protection float in lava |
- Enchanted objects with fire protection float in lava
- When you are riding a horse and you have a melee weapon in your hand the melee weapon will have slightly longer range
- New Redstone components
- The Void Biome [Repost from MCA]
- Manta Rays
- Bamboo fences and skeletons using crossbows.
- A mosasaurus-like mob (can’t think of a name)
- Block interaction crafting system
- Remove / Decrease the Villager "Refill Time"
- Audio Observer (Noise Detector)
- Enchanted objects with thorns prevents the item to be destroyed by cactus
- The void should be black, but only as a world option, not a cheat
- Setting TNT off underground before you hit stone should create a shockwave effect several blocks in diameter above ground to where it was set off, causing even some harm to any mob/player in the “quake zone”
- Zombie horse functionality and uses.
- Simple change to bells and red stone
- Please have the Shield take up less view space; it is a really big issue with 1.14 Bedrock.
Enchanted objects with fire protection float in lava Posted: 25 Apr 2019 07:29 AM PDT When I was little I found a helmet with fire protection, and since I did not give my head to understand what it was, I threw it into the lava thinking that it was not going to burn. I think it will make sense, and it would fit with the new mechanics of floating objets (Also works with fire) [link] [comments] |
Posted: 25 Apr 2019 05:06 AM PDT So when riding on a horse your weapons gain a bit longer range which lets you strike from further away, which would alleviate the current problems cavalry as a combat method has, since it's only really useful for the role of mounted archers as of now since you have to be right next to a mob to be able to strike them with a melee weapon which makes it rather useless as of now versus just attacking the mobs on foot. If i remember right there's a tag in minecraft that modifies reach, i think it's just called reach actually, which is what i'm referring to. What this suggestion would allow for would be effective cavalry, which is pretty badass, and allow for a different playstyle. [link] [comments] |
Posted: 25 Apr 2019 03:49 PM PDT I present to you five new Redstone contraptions I feel would add a substantial quality of life improvements, while also adding a whole new spin on things.
I already suggested adding these along with wires, but I think a grommet is far more believable and less modern than a wire. It's simply created with Smooth Stone in a circle on the crafting grid, and can be placed on any solid block to allow Redstone to pass through it without needing a torch. (And also add a tiny hole to the center of that block. Yaaay.)
These might be a little controversial, being a semi-modern mechanism that can rotate something a limited degree up and down. (In this case, a simple 90 degree flip like a trapdoor) They'd be crafted by a Sticky Piston with Iron Ingots on either end.
This is already kind of in the game in the form of an item frame outputting a signal based on the item's rotation, but I think it'd be nicer if they added it as it's own item. The obvious need here is something to tell how strong of a signal is being emitted, hence why I'd like an actual potentiometer item with numbers on each rotation point. The crafting recipe would be a compass with seven iron ingots surrounding the sides and redstone dust on the topmost square.
This one is definitely more modern than the others, but I'd like a way to have a count of how many items are in something. It could look like a small LCD screen the size of a sign that updates when objects enter or leave something such as a chest or hopper it's attached too. The recipe involves redstone dust surrounded by seven glass with a comparator on the bottom. What do you think? Should there be other such contraptions added as well, or are these too modern or complex to be added in the game's setting? [link] [comments] |
The Void Biome [Repost from MCA] Posted: 25 Apr 2019 07:06 AM PDT The Void Biome [Geography] [Variations] =[Variation: Void]= [The Void biome structures] =[Variation: Deep Void]= [The Deep Void structures] -Sugar: Speed > Slowness The beacon eye cannot be crafted, and if it suffers any damage it will immediately explode, killing nearby players, whoever the beacon eye can be dropped if the block it is on is broken, whoever it can take a couple seconds to drop, in which time it can be hit and explode, but as a side note, it will become "aggressive" towards players with the Seeing Eye effect or with the Insanity effect, which means it will start giving the player negative effects even if it received no item. =[Mobs]= Sound Effects made for this post Edit 1: Might edit the post for a link for Sound Effects #2, but I'm still making it, so it might take a very big while, a very big while as in days probably, due to school and stuff. [link] [comments] |
Posted: 25 Apr 2019 09:55 AM PDT Manta Rays are peaceful aquatic mobs, they are perfect for large aquariums. Manta Rays spawn in ocean biomes (except frozen ocean biomes). Manta Rays are fish mobs, like all fish mobs, they suffocate on land. Sometimes 3-4 cod can be found attached to it. Manta Rays have 20 (x10) hearts of health. Manta Rays would maybe be tameable mobs. They can be tamed just like a horse, just mount them once and they may be tamed. Untamed Manta Rays would sometimes buck the player off while the player mounts it. When tamed, Manta Rays can be rideable and controllable without a saddle. Manta Rays would sometimes jump out of the water like a dolphin. Manta Rays drop 1-3 XP when killed by player or tamed wolf. [link] [comments] |
Bamboo fences and skeletons using crossbows. Posted: 25 Apr 2019 04:43 PM PDT Shutters for windows to block out light, variations of dogs/wolfs, ad a /drain command for lava and water, sponges turn into wet sponges if left in the rain, terracotta and concrete stairs and slabs, windows that don't let in light but you can see through, the dragon egg has a use or something, dead players can be revived with a health poition before they respawn, and add eating complex animations for all the animals like the pandas do. [link] [comments] |
A mosasaurus-like mob (can’t think of a name) Posted: 25 Apr 2019 01:30 PM PDT This mob would be an rare aggressive leviathan roaming the deep ocean. It would attack almost every mob (excepts Ghasts, The Wither and the Ender Dragon) in it's path including players. It is about the size and length of the Ender Dragon and has 200 (x100) hearts of health. Like all aquatic mobs, it is weak to the Impaling enchantment. Like most aquatic mobs, it suffocates on land. They can sometimes be seen jumping out of the water. When it is killed by the player or tamed wolf, it will drop 100-200 XP, It will also drop 5-10 Raw Cod and 1 Heart of the Sea. [link] [comments] |
Block interaction crafting system Posted: 25 Apr 2019 01:29 PM PDT I think the crafting would be better using block interaction, like obsidian with water on lava An idea: Smelting ore:put fire under the ore and it will transform into stone and drop an ingot The avantages is you can build your own smelter and maybe antomate it Comment if you have another idea! [link] [comments] |
Remove / Decrease the Villager "Refill Time" Posted: 25 Apr 2019 03:00 PM PDT Prior to 1.14 a villager could be traded with indefinitely and in rapid succession. Meaning that it required one 'cleric' to take on a zombie farm's rotten flesh, and similar. With the recent update, the 2x 'refill' mechanic has crippled the playing pace of the game for those older members who focus on villager trading as a means for benefiting a larger group. Ex. A single librarian villager with Unbreaking III, could equip a team of 16 players with all the books they needed in a single minecraft day (that is, all 16 players working together to farm/make paper and harvest leather, make books). As of 1.14 this 20 min task has been slowed to an agonizing 44 hours if that same group wishes to equip all tools armor with the same Unbreaking III enchantment (Axes/swords/bows/shields/shears/elytra/shovel/armor etc. ) While I enjoy the changed mechanic, the current 'adaptation' is an excessive breeding of villagers and requiring more than 12 librarians with Unbreaking III (rare enough to find among 12 librarians) to be seated in an area 12x larger than what was previously possible. I do believe, quantifiable, this 'refill 2 x every day' has crippled an otherwise amazing overhaul of the villagers. The options of 'Just use mods' / ' just use creative' / 'just slow down' are not viable as they go against the playing principals and styles we have been using for nearly a decade. Our current groups see this 'refill 2x a day' as similar to a 'free-to-play' cash cow where the 'time between task completion' can be 'sped up by paying'. Thankfully no such mechanic is in game, the feeling is eerily similar. "You're playing too fast...slow down." [link] [comments] |
Audio Observer (Noise Detector) Posted: 25 Apr 2019 02:46 PM PDT I'm not sure how hard this would be to code, but it could have some really neat applications. First off, it has an adjustable range based directly on the strength of the redstone signal going into it. If you give it a redstone input of 1 it has a detection range of 1. If you give it an input of 15 it will have a detection range of 15. When it detects a new noise within range it gives off a redstone pulse. What it wouldn't detect is things like the constant bubbling of lava or babbling of water as long as that sound is 'constant' as is the source remains undisturbed. If you interrupt the sound (block the water, bucket the lava or whatever) it counts as a new sound. Most other things automatically trigger it- cats meowing, pistons firing, bells ringing, creepers hissing, footstep sounds, even someone flying close on an elytra. That's the basic idea. I've got a slightly more complicated idea that might be too complicated... let me know which version you like if you like it. The more complicated version determines of how far the sound originated from relative to the border of the detection area, so, for instance, if you have a detection radius of 4 and the sound originates from 3 blocks away you get the fraction ¾ and subtract that from 1, giving you ¼. You Multiply the result by 15 (the maximum signal strength) getting a result of 3.75, which you round up to 4. The block gives off a pulse strength of 4. Now, if the block had been set at full range with a signal strength of 15, and the same noise happened in the same place (3) the math would be one minus three fifteenths, giving you 12/15ths which you multiply by 15 giving you a signal strength output of 12. This could be used for simple devices like triggering a device when a cat meows to really complex stuff like triangulating locations with multiple detectors for complex targeting systems. (Alternately, different sounds could trigger different signal strengths but that could really be messy, although it could be really interesting for note blocks). [Redstone] [link] [comments] |
Enchanted objects with thorns prevents the item to be destroyed by cactus Posted: 25 Apr 2019 01:53 PM PDT If your chesplate for example, has thorns, and you trow it to a cactus, it will stay there, withouth destroying [link] [comments] |
The void should be black, but only as a world option, not a cheat Posted: 25 Apr 2019 09:53 AM PDT So you can toggle the daynight cycle for the void. If the world option is disabled, it will make the void pitch black just like in Java edition. The reason its toggleable without cheats is so you can have a more classic feel in the Bedrock Edition if you don't want it on. It also makes sense. Going down that far, you really should never ever see any light or blue sky or stars at ALL, although if the world option is enabled, the void will retain its classic look of day/night. This is purely aesthetic and does not alter any gameplay, so it is not a cheat for that reason. [link] [comments] |
Posted: 25 Apr 2019 01:27 PM PDT I don't know how to flare this, so I'll update if y'all think it goes under something specific lol. [link] [comments] |
Zombie horse functionality and uses. Posted: 24 Apr 2019 06:46 PM PDT Zombie horse: The husk of a poor animal, only through a golden gift can it trust a player, it can only be found in the long abandoned stables and pens of the ruined zombie villages, where long ago, it was left at the mercy of the undead.. As stated above the zombie horse can only rarely spawn inside the abandoned pens and stables of a zombie village, when the player attempts to mount or get near the horse it will nip them for half a heart of damage, it can only be mounted and saddled if it is given a golden carrot or apple. Can equip armor, but one needs a saddle to ride it. Stats: The zombie horse acts like a normal horse but with increased speed, it also has slightly lowered health due to years of neglect & decay, when jumping it is common for the horse to jump 3 blocks in height as a minimum. Functions: When mounted on the horse, no undead mob will attack you, not even phantoms, and furthermore any mob the horse nips will become a target to the now neutral undead mobs, but when you dismount the horse the mobs will become hostile once more. When riding on water the horse does not sink, but rather floats due to the bloating of its body. When an non-undead enemy gets too close the horse will take action and nip the enemy. Downfalls of owning a zombie horse: The horse will very rarely buck the player off when attempting to mount it even if tamed due to its feral nature, though rare, it is still an annoying occurrence. At night the scent of the horse appears to attract zombies. Cannot be bred with another zombie horse. [link] [comments] |
Simple change to bells and red stone Posted: 24 Apr 2019 05:58 PM PDT Suggestion posted here. It is my deepest held belief that Bells should be added to the redstone compendium, via 2 simple but crucial changes:
This would allow the player to make things like alarm bells outside bases, which can be shot and in turn trigger defense mechanisms like a lava veil or piston extender walls/drawbridges. This improves upon shooting buttons as a button is held by an arrow until it despawns, whereas a bell can be rung once to actiate, and again to deactivate, essentially creating a long range switch.
This change makes it possible for one to run a redstone line up a tower to several bells, trigger them and make a bell tower/alert system that can be set on a timer, activated by button, or hooked up to a daylight sensor. [link] [comments] |
Please have the Shield take up less view space; it is a really big issue with 1.14 Bedrock. Posted: 24 Apr 2019 06:35 PM PDT Resource packs can make it less annoying in Java, but in Bedrock you can't normally use custom Resource Packs except for the ones on the market. Please consider having the shield take up less space in your field of view, or allowing us to lower it via options. [link] [comments] |
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