Minecraft Nether Obelisks and Nether Sickness: A new structure an effect to add depth to the Nether |
- Nether Obelisks and Nether Sickness: A new structure an effect to add depth to the Nether
- The Hammer
- Putting 4 grass blocks in a square will give you three Turf Blocks- blocks that have the grass texture on all sides
- Stray's Amulet of Animal Whispering and Polar Bear Jockeys
- More Customization
- Seed blocks
- Change how fire lighting works
- Legendary Weapons!
- A sapling and a bowl or flower pot in a crafting grid will create a Bonsai
- Fallout-Style Mod Platform
- You should be able to access your armor/crafting and see hunger while riding a horse
- Lapis Tools
- Add more size variations for trees!
- A way to prevent mobs from spawning without a light source or any of the existing methods
Nether Obelisks and Nether Sickness: A new structure an effect to add depth to the Nether Posted: 19 Apr 2019 10:54 AM PDT Nether Obelisks are somewhat rarely spawning small structures in the Nether consisting of Quartz Pillars and the new Quartz Rune block. They vary in height, but generally range from 1x1x3 to 1x1x5 blocks in size. The Quartz Rune block appears to be a regular Quartz block with an eye carved into it. When placed atop at least two Quartz blocks (pillars or ofherwise), they will shoot a projectile at any player or passive mob within a set range from the structure. This range is determined by the amount of quartz under it (the more blocks, the larger the range with some sort of cap [as I neglected to say earlier]). The projectile it shoots looks like a densely packed ball of dark potion particles (such as the ones you may get with a Blindness effect) and applies a lengthy "Nether Sickness" debuff. This effect causes the player's health and hunger to slowly degrade unless the player is dealing damage at a semi-constant rate, which is especially dangerous when sometimes the only things around that can be damaged are Zombie Pigmen. When mined, the Rune can be placed atop Quartz anywhere the player would like. It retains its aggressive behavior towards players and passive mobs except for when it is in the presence of a beacon. In this case, it will apply a higher level of the beacon's effect, with the proper color change to its projectile. I'm still waiting on a Feedback site link. I'll edit the post to include it once it is approved. Edit:Here it is![link] [comments] |
Posted: 19 Apr 2019 08:23 AM PDT The Hammer is a craftable tool that can be used for combat and building. COMBAT (wood, gold, stone, iron, diamond) Attack damage: 6, 6, 7, 8, 8 Attack speed: 0.8, 0.9, 0.8, 0.9,1.0 DPS: 4.8, 5.4, 5.6, 7.2, 8 The hammer is also able to stun a shield for five seconds, like the axe, but only with critical hits and a base chance of 35%. ENCHANTMENTS The hammer would have the following enchantments available: - spikes I, II, III: 1 extra damage per level - power I, II, III, IV, V: Increases the chance of stunning a shield 5% per level (max 60%), 10% extra damage for critical hits per level (max 200% instead of 150%) - knock-back I, II, III: works the same way as the sword, with one extra maximum level - smite I, II, III, IV, V: works the same way as the sword - mending - unbreaking I, II, III BUILDING If you press right mouse button in any block easily destructible by a pickaxe (except cobblestone, ores and other rare exceptions), the block will have cracks that do not disappear. You can click in a block up to three times and each time you click on it, the hammer loses 1 durability. You can use this ability to improve your builds with extra detail. Cracked blocks are less resistant to explosions and easier to mine. SUGESTIONS If you think there is some aspect about tis item that can be improved, please let me know! [link] [comments] |
Posted: 18 Apr 2019 07:19 PM PDT This is similar to the concept of the Wood Block. I think it is necessary because it will allow us to make grass hills and changes in elevation look more realistic. Turf blocks could also generate in the landscape, again, to make hills look better. [link] [comments] |
Stray's Amulet of Animal Whispering and Polar Bear Jockeys Posted: 19 Apr 2019 02:30 PM PDT The Amulet of Animal Whispering is a new armor-slot (helmet or torso) item rarely dropped by Strays. It looks like the amulet Strays are wearing. When you wear this item, it has an effect on all the Neutral mobs, with the effect depending on the mob. For example, Spiders are always neutral, even during the day, Polar Bears don't care about you being close to their babies, and Endermen don't care about you looking at them. They still turn hostile if you punch them though. Polar Bear Jockeys: Using the powers of this amulet, Strays have tamed Polar Bears, and are now able to spawn riding them. Vote on feedback.minecraft: [link] [comments] |
Posted: 19 Apr 2019 03:01 PM PDT Scrolling through planet minecraft, you find a banner design you absolutely love. You log into your minecraft survival world and go searching for swamps for vines, rivers with clay for bricks, go mining looking for lapis, and, sometimes trying to catch a charged creeper to kill another mob to get a mob head. We can all agree that banners can be hard to make in minecraft. Afterwards, what can it be? Decoration? To mark a location on a map? One of the best things it can be used for are shields, everybody loves flexing with their personalized shields. But what if you could customize more things with it? Imagine customizing beds, pumpkin/jackolantern carvings, or, heck, even sheep? I think it would be cool to have more customization with banners in minecraft. [link] [comments] |
Posted: 19 Apr 2019 12:04 PM PDT I've seen this a few times, but I had a slightly different take: I like the other suggestion I saw about using 9 seed blocks to control animals, but we should also be able to make 4 seed blocks and hang them like lanterns to attract birds. It would be purely cosmetic, but it would be a nice touch. [link] [comments] |
Change how fire lighting works Posted: 19 Apr 2019 03:57 PM PDT This suggestion suggests to overhaul how the fire lighting works. By lighting I mean light. I just thought this was a cool idea, and I do not see any reason to add it, but I still think it is cool When a fire is first started, it will have a light level of 1, when you throw a fuel for a furnace in it, it increases it depending on how good it is in a furnace. The light level caps out at 15. Saplings, Wood Tools, Sticks, etc: +1 Logs or Wood Planks: +3 Coal or Charcoal: +5 Lava Bucket: Set to 15 Chances are I missed some fuels, but if Mojang adds this then they can decide where on this list the fuel goes. [link] [comments] |
Posted: 18 Apr 2019 05:49 PM PDT Legendary WeaponsLegendary weapons are rare tools that cannot be crafted. Instead, each one can be found in a specific generated structure. Every legendary weapon has a material that they use to be repaired and a special function that can be activated with a right click. As of right now, I have designed three, but I'm willing to edit this suggestion afterward if you guys can think of anything cool. Ender FoilFound in: End Cities Damage: 7 Attack Speed: 1.8 Durability: 1000 Repair Material: Eye of Ender The Ender Foil is a rapier constructed by the denizens of the End. It has the fastest attack speed in the game, and right-clicking on a block with the weapon allows you to teleport to that block. However, every block traveled uses one point of durability, so use it wisely! HellhammerFound in: Nether Fortresses Damage: 10 Attack Speed: 0.9 Durability: 1000 Repair Material: Nether Brick The Hellhammer is an ancient weapon forged by the ancient humans that conquered the Nether long ago. Its right-click ability is a powerful swing that knocks back the opponent further than usual (about 4-5 blocks.) This ability also stacks with Knockback enchantments, which allows the hammer to knock back opponents up to 15 blocks! Ankh BladeFound in: Desert Temples Damage: 5 Attack Speed: 1.5 Durability: 1000 Repair Material: Glowstone Dust The Ankh Blade is a holy symbol created by an ancient civilization. Right-clicking on an undead mob (excluding the Wither) allows you to "turn" them, forcing them to fight for you, similar to a wolf. Now, you can make your own armies of the undead! (You can only have up to 3 undead minions at a time. Each turn takes a heavy toll on the durability of the weapon, so about 50-75 per turn. The undead's loyalty to you lasts for only an in-game day before they turn hostile and require another turn.) EDIT: Balancing changes so that they aren't too broken and that the player isn't over-reliant on them. More specification to the rules of the Ankh Blade. Durability buffs to all weapons. [link] [comments] |
A sapling and a bowl or flower pot in a crafting grid will create a Bonsai Posted: 19 Apr 2019 03:40 AM PDT They can be dyed to give different seasonal looks, like dying white for winter which causes deciduous bonsai to lose all leaves, orange for deciduous bonsai to enter a permanent autumn state where particles of autumn leaves drop off, and lime green/yellow for summer, and green/pink for spring. Pink will cause leaves to drop off as pink flower particles, giving a very serene and beautiful effect. Colouring a bonsai white while in this state creates a white variant of the pink one, but only in spring. Bonsai will not produce any food. [link] [comments] |
Posted: 19 Apr 2019 01:20 AM PDT I believe a fallout style mod platform for the game would be amazing, if possible, and cause a huge surge to the console editions, since they would finally have access to the one difference between PC and Console. Again, I'm not sure if it's possible but would be a great for revenue and player enjoyment. [link] [comments] |
You should be able to access your armor/crafting and see hunger while riding a horse Posted: 18 Apr 2019 07:34 PM PDT Horses are one of the most easily available and best transportation options to the player early in the game. This makes them incredibly useful for exploration and traveling, however, some aspects of them can be rather frustrating. While on a horse, it is impossible to view or interact with your armor, craft anything, or view your own hunger. These are core aspects of the game which you cannot use while on one of the most prevalent means of transportation, which frankly is ridiculous. Thankfully, the fixes should be simple. When you open your inventory while riding a horse, there would be two tabs at the top, similar to how it looks in Creative. The first tab is for you, the player, and the second tab is for the horse. Clicking on each tab would allow you to view both a horse's inventory and the top portion of your own inventory. As for hunger, the solution is even simpler! Just make hunger visible! There is zero reason for horse health to replace the hunger bar, it should simply appear above it. These changes would make horses far easier to use. [link] [comments] |
Posted: 19 Apr 2019 02:54 PM PDT So. Its not technically in the FPS.. Here we go! (I bet its also denied but that's not on me so rip) GENERAL STATS Damage - 5 Durability - 132 DPS - Same as stone Alright so, whats so special about it? ENCHANTING When enchanting lapis tools (Yes you still need lapis to enchant) Every enchantment is at its max level, for the same price you'd get normally. A bit short, maybe you'd expect more. But it is what it is. Thanks for reading! [link] [comments] |
Add more size variations for trees! Posted: 18 Apr 2019 06:43 PM PDT So far, only spruce and jungle trees have giant versions. It would really cool if we had giant birch, oak, etc. [link] [comments] |
A way to prevent mobs from spawning without a light source or any of the existing methods Posted: 19 Apr 2019 12:27 AM PDT My suggestion is a way to prevent mobs from spawning without a light source or any of the existing methods. Right now the only ways to prevent mobs from spawning without a light source are the ones I'm about to list, all of them having a problem: -Bottom slabs, problem: floating furniture; -Water, problem: moving too slowly in your base, just your base being flooded in general if that's not what you want, etc; -Lava, problem: obvious; -Switching to peaceful mode, problem: Mobs don't spawn where you want them to anymore; -/gamerule doMobSpawning false, problem: Same thing with peaceful, also doesn't work if you don't have cheats enabled in your world; -Carpets, problem: maybe you don't want carpets everywhere. Okay, I probably missed some but the point is that all of them have problems. Now, how would a way to prevent mobs from spawning without a light source or those methods be useful? Well, there are many possibilities, but here are some of them: -Redstone circuits that turn lights off and on will be useful outside mob farms too, now. You could the have lights turned off in your house, and you would turn them back on when you come home, without there being an army of mods inside your house; -Cool spots without light in your base. Whenever I leave a nice, moody spot, mobs spawn there. People want to walk around their base safely, including at night; -If you want to challenge your friend to a fight, you could trick him by setting the arena in a place without any light, and you would use night vision. And you too wouldn't get interrupted by mobs (well I don't have friends so that wouldn't help me a lot). Okay, now that I have listed how they would be useful, I have two suggestions for how to do this: -A wither torch: Withers are bad, they are so bad that let's suppose they hate everything, including other mobs. Because they hate other mobs too, a wither torch that would "radiate" the wither's power would be a way to do this; -A cool redstone fancy block: This could be turned on and off with redstone and would work from under the floor too. That's pretty much it. I hope people will see this suggestion and that it will be added in the game at least to some extent. [link] [comments] |
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