Minecraft when holding meat/rotten flesh in normal or hard mode hostile mobs should track you from much further |
- when holding meat/rotten flesh in normal or hard mode hostile mobs should track you from much further
- Holding a empty glass bottle while collecting experience collects it.
- Cloudy but not raining
- Zombie Villager Drowned
- Armoured Boats
- A few changes to the existing Skeletons, and a new variant.
- Tools when at high damage, look cracked
- Underwater raids
- Difficulty Settings via Datapack
- Pressing the sneak and Sprint buttons at the same time makes the player crawl
- A way to make a map with an unpredictable world generation.
- More bubbles...
- Shulker boxes in minecarts
- A way to prevent mobs from spawning without a light source or peaceful mode
- Add pillager zombies
- Rare Unbroken Eleven Disc
- Armadillo mob/Glyptodon mob
- More banner patterns
- Dragons - A Comprehensive Idea
- Add Super Secret Settings back
- Hay Bale re-texture
- Stackable Filled Buckets
Posted: 06 Apr 2019 05:13 AM PDT Could also be just in hard or hardcore mode . same as with holding wheat or seeds for animals.. But when holding the flesh or meat, or even in your inventory. it's like they can smell it. so when you walk around with raw or meat or flesh in your inventory. hostile mobs should track you from much further then they can now. as if they can sniff it out [link] [comments] | |||||||||
Holding a empty glass bottle while collecting experience collects it. Posted: 06 Apr 2019 09:29 AM PDT | |||||||||
Posted: 06 Apr 2019 06:42 AM PDT This could be a good transition from clear to raining or raining to clear, but I want it for map making. [link] [comments] | |||||||||
Posted: 06 Apr 2019 04:52 AM PDT When a Zombie Villager drowns, they become a Zombie Villager Drowned. [link] [comments] | |||||||||
Posted: 06 Apr 2019 07:49 AM PDT So the other day a Drowned one hit my boat with a trident and then I lost all my stuff... Which sucked but did give me this idea for a suggestion: Boats could be armoured with iron, gold or diamonds depending on what level of protection you need. The gold boats would look fancy but have the least durability (maybe they could be faster?), iron boats would have the second most durability and diamond boats the most durability. Damage to durability would be taken from tridents, creeper and TNT blasts and arrows/crossbows. Note distance traveled would NOT impact the durability as it is with the elytra. Crafting would be by placing a wooden boat in the centre of the crafting grid and placing iron/gold/diamond around the seven bottom and adjacent tiles:
As a small bonus (yes this is in FPS I know but its only a detail in a larger suggestion) armoured boats could traverse lave lakes adding a new way to explore the Nether, beware however boating in lava WILL damage the durability of the armoured boat! What do you guys think? [link] [comments] | |||||||||
A few changes to the existing Skeletons, and a new variant. Posted: 06 Apr 2019 09:07 AM PDT First of all, I think Wither Skeletons should be given shields sometimes. They're a bit easy now that they can be dealt with en masse with the swipe attack and blocked with a shield. I always canonized the Wither Skeletons as being very good duelists or swordmasters, so I think they could do well with a buff to their combat abilities. Regular skeletons, rather than simply spamming low-damage arrows at close range, should attempt to knock a player back with a kick to keep them away. I also think they should attempt to flank around a shield if the player has one, so that they don't simply fire arrows back into themselves. And lastly, I'd like a new aquatic skeleton that spawns underwater near sunken ships. They'd be long dead pirates who dual wield swords, but unlike the Drowned cannot actually swim and simply walk on the ocean floor. I can't think of a name any more creative than Sunken. [link] [comments] | |||||||||
Tools when at high damage, look cracked Posted: 06 Apr 2019 12:28 PM PDT | |||||||||
Posted: 06 Apr 2019 12:44 PM PDT When you have an underwater village (villages built by a player with a lot of imagination), the raiders should throw potions of water breathing to themselves and start the raid. The raiders will not float at that moment, but they can still float when they are patrols and not raiders. [link] [comments] | |||||||||
Difficulty Settings via Datapack Posted: 06 Apr 2019 09:20 AM PDT Custom difficulty settings (i.e. easy, normal, hard) should be definable from a datapack. Values that can be defined: - Mob health - Mob damage - Hunger damage (Starvation health remainder) - Villager Zombie chance - Hostile mob effects (i.e. cave spider poison) - Mob equipment and effects (Similar to loot tables?) - Respawn type (i.e. hardcore -> spectator) There are other values that are currently changed via difficulty, but not easily accessed at this point (i.e. delay between skeleton shooting a bow) [link] [comments] | |||||||||
Pressing the sneak and Sprint buttons at the same time makes the player crawl Posted: 06 Apr 2019 01:41 PM PDT This way you could crawl through 1x1 holes. It seems like crawling was kind of already added in the newest snapshot in a glitchy way, and this seems like the proper way to implement it. [link] [comments] | |||||||||
A way to make a map with an unpredictable world generation. Posted: 06 Apr 2019 07:16 AM PDT If you know a servers seed, you can easily predict where structures and biomes will spawn. But what if you didn't want that to be an option on your server, allowing a truer sense of exploration and discovery instead of someone just using some software to map out the world. Maybe an option to use rng to change some part of the world generation equation to make it so you would need more than just the debug menu or some sample terrain to predict new chunks. [link] [comments] | |||||||||
Posted: 06 Apr 2019 02:32 PM PDT Not sure if this is a bug or intended behavior (and not sure exactly how I'd search it) but blocks in the stream stop the currents from magma blocks and soul sand. Sometimes that makes sense, but sometimes it's a pain. I think if there is water flowing through the bubbles AND the currents should flow through. I had a cool idea for an elevator that used trap doors to stop you at each floor (and a item frame to select which trap doors are open) but the currents stop at each thing in the stream. So, for things like fence posts the current should continue. For flooded trap doors the current should stop when the door is in the blocking position but not when it is up. Don't have a real opinion on other waterlogged blocks. Currently when a trap door is open the bubbles continue but the current doesn't. (And there is a neat structure you can do where you fall down between fences that I'd like to have currents for, but at least trap doors should have it in their open state. Maybe people have suggestions for the other waterlogged blocks. [link] [comments] | |||||||||
Posted: 06 Apr 2019 07:10 AM PDT Xisumaviod did bring this up in his latest video and gave me the idea to go in depth. These would not only allow for color but allow a more efficient delivery system. When the minecart arrives it could run into a cactus and drop the shulker box into the hopper without dropping its items. This would also be very convenient for farms. The minecart would go back and forth before popping off into a hopper. You could use a sorting system to take the minecart back to a chest and take the shulker box to a dispenser and be placed to be emptied then returned to the same chest as the minecart. [link] [comments] | |||||||||
A way to prevent mobs from spawning without a light source or peaceful mode Posted: 06 Apr 2019 03:40 PM PDT I'm tired of having torches everywhere, but I also want to walk safely at night in my base, how is this not added yet? [link] [comments] | |||||||||
Posted: 06 Apr 2019 09:16 AM PDT Same as regular villager zombies except visually and when cured they turn back into pillagers. Zombies should also target pillagers and try to turn them the same way they do with villagers [link] [comments] | |||||||||
Posted: 06 Apr 2019 03:02 PM PDT I hope some of you have noticed that "Eleven" on Minecraft: Volume Beta is stuck with all of the other music discs, yet does not sound like the "Disc 11" in Minecraft. I think that you should be able to get an unbroken Disc 11 in Minecraft using the skeleton shooting creeper method. The disc would play "Eleven" off of Minecraft: Volume Beta. [link] [comments] | |||||||||
Posted: 06 Apr 2019 03:01 PM PDT Armadillos: A new, partially atmospheric mob should be added: the Armadillo. Armadillos are small animals, about a block long and 2/3 a block wide, that would spawn frequently in Mesa and Savannah biomes (as well as the Scrubland biome, see my suggestion) and could spawn infrequently in Desert biomes (considering Meerkats are planned to be added). Armadillos are solitary, digging animals and will flee the player similarly to rabbits. They can dig underground in dirt and can walk around without suffocating in the dirt, but will emerge within 3 seconds later in a different spot. When attacked, Armadillos will curl up into a ball, resisting 1/2 of the damage dealt. Uncurled, they have 6 hearts (12 health total), and when curled into a ball, they have double the health. (24 health total). This will be accomplished by multiplying their health while uncurled by two when it curls into a ball, and then when the armadillo uncurls itself, divides their health back by two (but rounds up to the nearest health point/half-heart to avoid, for example, an armadillo with 3-and-a-quarter hearts). Armadillos drop their leathery shells when killed and can be used to either strengthen armor like Phantom Membranes or can be used as a brewing item. Glyptodons:https://static.turbosquid.com/Preview/001296/828/WI/_D.jpg In real life, Glyptodons were members of the glyptodont family, giant relatives of the armadillo with a non-bendable shell similar to a turtle. They lived during the Pleistocene era and became extinct around 11,000 years ago (9000 BCE). One species, Glyptotherium, could grow up to the size of a small car, and another species, Doedicurus, had spikes on its long tail like a medieval flail/mace, or also like the extinct Ankylosaurs. Now, Minecraft is not a realistic game, so in this universe, Glyptodonts could still very well be alive (also see my suggestion for Giant Ground Sloths). How would they function? Let's take a look, shall we? Glyptodons would spawn in rare herds of 1-4 in Savannah, Scrubland, Plains, or Mesa biomes in particularly flat areas. The Glyptodon's appearance in Minecraft would be based specifically on Doedicurus, with spikes on its tail. The mob would be around 2 blocks wide and 6 blocks long (including the tail), and one and a half to two blocks tall. Glyptodons would make cowlike/sheeplike noises as they graze on grass, and wheat can be used as a breeding item. Glyptodons will be neutral and will only become hostile if they have a baby around or are attacked, like polar bears. They are slow-moving animals and will attack by swinging its tail. When killed, they drop their shells, or their tail which can be used to craft a flail/mace. They do not curl into a ball like Armadillos, and have about 16 hearts of health. [link] [comments] | |||||||||
Posted: 06 Apr 2019 12:50 AM PDT Like the banner pattern of a cloud, sun, rabbit, the player, a snowflake, flame, etc. [link] [comments] | |||||||||
Dragons - A Comprehensive Idea Posted: 06 Apr 2019 02:45 PM PDT This is my idea for how the dragon mob, a shelved project of Mojang's, should be implemented. I really like dragons and would like to see this get added to Minecraft as a fully fledged creature. Here we go, it's going to be a long post... DRAGON LAIRS These are where wild dragons spawn. They generally look like bonestrewn mountain peaks with a massive nest in the center and stone ruins. Imagine the central End Island but themed to say a mesa or extreme hills biome. These are the biomes where lairs can spawn. Iceberg: Frostscale Dragon Ocean: Serpentine Dragon Jungle: Acid Dragon Extreme Hills: Red Dragon Plains: Radiant Dragon Mesa: Clockwork Dragon The Nether: Ashen Dragon End Islands: Undead Dragon WILD DRAGONS Wild dragons cannot be tamed. They will be hostile on sight and have several unique attacks as well as minions in some cases. Frostscale Dragons have ice breath that gives opponents slowness, weakness, and mining fatigue. They can summon Strays to assist them in battle. Serpentine Dragons spit blasts of scalding water with a powerful knockback effect. They can also tail whip their foes. Acid Dragons spit acid that deals damage bypassing armor. They can also summon evoker jaws to attack their foes. Red Dragons have fire breath that lights victims on fire. They can also buffet opponents with their wings for enormous knockback. Radiant Dragons fire beams of light that deal a lot of damage (they also insta kill undead except the wither). They can also teleport and become invisible for a few seconds after teleporting. Clockwork Dragons fire lasers that destroy blocks. They can also conjure swarms of silverfish to aid them in battle. Ashen Dragons breathe clouds of ash that give foes blindness. They can also call upon blazes to help them in battle. Undead Dragons have a powerful melee bite attack with which they can crush their foes for near lethal damage even to heavily armored players. They can also raise swarms of unarmed skeletons to assist them in the fight. KILLING A DRAGON All dragons have 400 points (200 hearts) of health. They are hard bossfights even for experienced players due to their multitude of attacks, flight, and tendency to use the terrain of the area and their lair to their advantage. When a dragon is killed, it drops an egg of its species. This egg will land on the nest and will only hatch within proximity of the lair from whence it came. DEFENDING YOUR EGG A dragon egg takes 5 days to hatch. However, dragon eggs are a rare delicacy and thus your dragon lair will be under constant siege until it hatches. Creepers will be able to demolish walls and endermen will build bridges to get to that sweet, sweet dragon omelette. Once your egg has hatched, your dragon is in not much better condition. It may only use a weak version of its breath (or in the case of the Undead Dragon, bite) attack to defend itself and only has 40 points (20 hearts) of health. Also, baby dragons cannot fly. RAISING YOUR DRAGON From hatching, a dragon hatchling takes five days to mature into a fledgeling. Fledgelings have 80 points (40 hearts) of health and a slightly better breath/bite attack. They can be ridden but only as ground mounts. A fledgeling takes ten days to mature into an adult. Adult dragons have 120 points (60 hearts) of health. Adults can be ridden and can glide (but not powered flight), and can use the most powerful variant of their breath/bite attack. Adults take another ten days to mature into elder dragons. An elder dragon can achieve powered flight when ridden and can use their secondary power (minions/teleport/whatnot). Elder dragons have 160 points (80 hearts) of health. After 20 days as an elder dragon, your glorious companion will be able to ascend to its ultimate form: the master dragon. Master dragons have a full 200 points (100 hearts) of health, and can return to the lair where they were born to lay a new egg (they create one egg every 5 days). When riding a dragon, use left click for its primary attack (breath/bite) and right click for its secondary power (minions/teleport/whatever else). Note that the secondary power has a 30 second cooldown. So what do you need those eggs for? Good question. DRAGON BEACONS A player can take an egg laid by a friendly dragon (by right clicking it) and put it in a crafting table with a beacon. This creates a dragon beacon, with a unique aura depending on the dragon egg used. Dragon beacons do not require a pyramid. Frostscale Dragon Beacons slow all enemy mobs/players within a radius of 50 blocks. Serpentine Dragon Beacons fire guardian lasers at any enemy mob/player that crosses a 20 block perimeter. Acid Dragon Beacons negate the armor of any enemy mob/player within 30 blocks. Red Dragon Beacons light any enemy mob/player within 30 blocks on fire. Radiant Dragon Beacons prevent hostile mobs from spawning within a 100 block radius. Clockwork Dragon Beacons increase the health and damage of friendly mobs/players within a 50 block radius. Ashen Dragon Beacons launch exploding fireballs at any enemy mob/player outside of a 50 block radius but within a 150 block radius. Undead Dragon Beacons make all undead mobs (except the Wither) within a 100 block perimeter into allies. ENDERDRAGON EGGS The Enderdragon's egg can now be right clicked to collect it. It is now called Mystic Dragon Egg in the inventory. The mystic dragon egg can be placed into any dragon lair and will become an egg of that dragon type. It will also hatch instantaneously. The Enderdragon's island does count as a nest. It will cause the egg to hatch as an undead dragon (as that is the dragon type of the End). The Enderdragon drops an egg every time it is respawned and killed. The 13 respawn limit on the dragon is removed. Other dragons can be respawned at their nest with ender crystals like the Enderdragon. [link] [comments] | |||||||||
Add Super Secret Settings back Posted: 06 Apr 2019 02:23 PM PDT There is no real reason but come on it was cool and you know it [link] [comments] | |||||||||
Posted: 06 Apr 2019 02:16 AM PDT Major changes to the games classic textures are being redesigned by Jappa, some long requested (ehem, granite), and some unneeded, it's about time to change the hay bales textures. As of now, the texture of hay bale is good but with one minor thing, the red string or what ever, it is distracting, and as a decorative/storage block, it isn't doing what it's supposed to do, aesthetically speaking, the red band is just too distracting and out of place when hay bales in real life almost have no bands tying them, or at least very thin ones that are unnoticeable without looking that much, they've also added special skins for jungle villagers, so the idea of jungle villages might come soon with hay bales being used for the roof. This is a repost by the way or a throwback of some sorts, I will also link the previous posts talking about this topic as well as pictures for a shortcut. [link] [comments] | |||||||||
Posted: 05 Apr 2019 08:25 PM PDT It's honestly just some annoying having an entire chest dedicated to only buckets with water, lava, and milk in them, and no one seems to be talking about this? [link] [comments] |
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