Minecraft If you are wearing an elytra, and throw a trident w/ loyalty at a wall, it acts as a grapling hook |
- If you are wearing an elytra, and throw a trident w/ loyalty at a wall, it acts as a grapling hook
- Balefire - A Nether Overhaul
- Villager to mob reations
- Change the crafting recipe of the cake
- No particles should come out of invincible blocks when mining them
- Armour becomes worn as it receives more damage.
- When feeding animals, a bit of the eating sound effect should play.
- Add Cages
- Ghost sharks, the perfect predator...
- Redstone Block in Minecart
- Animals take shelter at night
- When magma blocks form a bubble column, they should not damage you
- Pigs ~ Giving Them More Life!
- Uses for the Phantom head
- "Bound" tag for items
- Pillager commander
- Shield enchantment
- Wandering traders should stay at inns.
- Shovels deal more damage to snow golems
- Lock-on for enemies [Mobile]
- Better F3/Debug Screen
- Region preprocessing on servers for improved user experience
- Snails
If you are wearing an elytra, and throw a trident w/ loyalty at a wall, it acts as a grapling hook Posted: 16 Jun 2019 08:41 AM PDT |
Posted: 16 Jun 2019 09:25 AM PDT The last time the Nether got updated was in 1.10, which gave it endermen, magma blocks, red netherbricks (not naturally spawning), and nether wart blocks (not naturally spawning as well). Before that, the most recent Nether update was 1.4, which gave it wither skeletons and the Wither boss (who isn't really bound to the Nether). So, I think it's time to update the Nether. This will comprise new biomes, weather, structures, and mobs. Let's get started, this is going to be quite a long post. NEW BIOMES AND BLOCKS First off, the current biome in the Nether is broken up into three biomes: Burning Bloodlands (mainland), Desecrated Shores (soulsand beach), and Magma Oceans (it's in the name). Also, two new biomes are added:
Also, the Nether's generation should be revamped for slightly larger Magma Oceans and more fragmented Burning Bloodlands, to reflect the feel of exploring a giant lava ocean of doom. A couple of new blocks and items are added:
Okay, that's a lot of stuff and I've gone on about this Balefire stuff practically forever. The thing is, I want to introduce stuff to the Nether that makes you want to go there, but at the same time I don't want to introduce something crazy OP that's way better than diamond. So I introduced Balefire, which can't be resisted or put out, as something that's primarily useful in the Nether (without being OP as it quickly runs out) but is not too useful in the overworld as it turns to regular fire after a few seconds. NEW WEATHER The Nether now has weather. All five biomes have clear as just being clear and rain as lava rain, but each has a unique thunder effect as well as the lava rain.
NEW STRUCTURES
NEW MOBS
Well, I guess that's all. If there's more that I think of (or that another person comes up with), I'll add it the post (with credit if it comes from someone else). I hope you enjoyed reading this. [link] [comments] |
Posted: 16 Jun 2019 01:02 AM PDT villagers currently only react to zombie variants, players, iron golems and to each other. Would be nice if Mojang added some details to them with the other mobs.
*new player=player that entered the villager the first time **The items that are thrown would be special items that players can't pick up, to prevent abuse. The cats and foxes can still pick them up though [link] [comments] |
Change the crafting recipe of the cake Posted: 16 Jun 2019 08:50 AM PDT We all know the cake's texture. But I always wondered what are these red dots on top of it. So, since Sweet Berries are now a thing, I would suggest a new recipe for the cake. Check it! I think it would give more uses for the Sweet Berries [link] [comments] |
No particles should come out of invincible blocks when mining them Posted: 16 Jun 2019 12:53 PM PDT Particles could indicate to the player that they are breaking it. And it makes no sense that im mining end gateway and peices are coming out. [link] [comments] |
Armour becomes worn as it receives more damage. Posted: 16 Jun 2019 12:02 PM PDT This is a cosmetic change but also an indicator of how much durability your armour has left. It could be visible to other players.
This change would also make sense when it comes to mobs that wear armour, like zombies, who have degraded and rotted in appearance, as well the fact the armour they wear never have much durability when picked up. [link] [comments] |
When feeding animals, a bit of the eating sound effect should play. Posted: 16 Jun 2019 11:51 AM PDT |
Posted: 16 Jun 2019 08:21 AM PDT I would like if you could transport mobs such as dogs and cats across long stretches of land not worrying about them [link] [comments] |
Ghost sharks, the perfect predator... Posted: 16 Jun 2019 01:43 AM PDT My second go at an alternative to IRL sharks in minecraft. Appearance: Undead sharks have two forms, solid and ghostly. As ghosts they could take on a white see through (are see through mobs possible?) appearance. Upon becoming solid (during the hunt) these sharks would gain greenish grey scaly skin with a few open areas through which you can see bones (like on a zombie horse). Undead sharks could be around 5 blocks long, 3 blocks wide (including side fins) and 2.5 blocks in height (including dorsal fin). Behaviour: The undead shark prowls shipwrecks looking for prey, using the sunken vessels holes to hide in order to ambush prey (includes fish, drowned and squid). While most of the time they swim around in ghost form, phasing through sunken ship walls, when hungry their eyes will turn black, they will take on their solid undead appearance and give chase, fortunately players do not taste great to these beasts so they will likely swim away after the first bite. However, if you're carrying meaty food such as beef they might just take a few more bites... Undead sharks could also have a taste for drowned sometimes ending up in fights between the two mobs, you could use this to your advantage and lure a drowned towards an undead shark to distract said ocean beast while you get the goods from the chest. Drops: If killed in their solid form they will drop scales. These scales can be used to create a chest plate (durability of gold) that disappears upon putting it on, only becoming visible when the player is attacked or hungry. It could also allow for faster movement through water at 4 blocks a second for swimming and 3 blocks a second for walking through water. Thank you for reading. If you like this suggestion please consider voting for it on the feedback site! https://feedback.minecraft.net/hc/en-us/community/posts/360046596251-Undead-shark-the-perfect-predator- [link] [comments] |
Posted: 16 Jun 2019 02:34 PM PDT |
Posted: 16 Jun 2019 09:14 AM PDT Minecraft's night is spooky and dangerous. Horrible creatures lurk the landscape and try to kill you on sight. If you're kinda absorbed in the world or you're trying to do a creepy machinima (if they still exist, they were a big thing back in the days) it is sure that a random pig or chicken between the trees will ruin your atmosphere, that's why my suggestion is to make friendly mobs take shelter during night. They can go torwards villages, search for illuminated areas or simply group together and sleep under a tree. Minecraft is becoming more and more alive, so why depriving the luxury of a sleep routine to the other friendly mobs, now that the Villagers got one? It wouldn't be impossible to find meat or wool in the night, just a bit harder. That's what we should expect from a Minecraft night: a challenge! [link] [comments] |
When magma blocks form a bubble column, they should not damage you Posted: 16 Jun 2019 02:56 PM PDT This way it would be easier and less annoying to use bubble columns [link] [comments] |
Posted: 16 Jun 2019 03:04 PM PDT While I have been loving some of the new mobs I feel like the older mobs like Pigs, Cows, Sheep, and Chickens need some updates too as they feel outdated.. especially when you see mobs like the fox for example. This is going to be part one of four mob revamps to the pigs, cows, sheep, & chicken "giving them more life" Spawning:
Pig Behaviour - General
Pig Interaction With Pigs:
Pig Interaction With Other Mobs:
Diet:
Breeding:There is now a chance for a pig to release more than one piglet! Up to quadruplets! It all depends on percentages which may rise or lower depending on the food you breed them with
70% - one baby 15% - two babies 10% - three babies 5% - four babies
60% - one baby 20% - two babies 15% - three babies 5% - four babies
50% - one baby 25% - two babies 15% - three babies 10% - four babies
30% - one baby 30% - two babies 15% - three babies 15% - four babies That's about it. Please tell me if you have any suggestions or questions. Thank you for reading this lengthy post as well :) [link] [comments] |
Posted: 16 Jun 2019 05:34 AM PDT Phantom Heads would be dropped when a Phantom is killed by a charged creeper. When wearing a phantom head: - all phantoms would become neutral (they would still attack you if you attack them first). - you get the effect "phantom vision", basically all mobs have a similar glow to the pillagers when the bell is used, but with less intensity - villagers and passive animals will be scared and run away from you - golems and dogs will attack you - cats will give you weakness II Thanks to u/IcySignificance2 for inspiring me with this post! If you have any feedback please comment and remember rule 7. [link] [comments] |
Posted: 16 Jun 2019 11:05 AM PDT Simply a tag, like Unbreakable, that makes an item not leave your inventory when you die, for mapmakers or what have you. [link] [comments] |
Posted: 16 Jun 2019 01:50 PM PDT The Pillager commander can be found in Outposts, and is quite different from the others. It's clothing is different, it has a dark Brown robe, that is in rather good condition. Unlike the other Pillagers clothing. The commanders robe has some medals on the chest, and it also wears a dark grey hat. You find one in each outpost. They act somewhat similar to Villagers, they have a schedule. They don't appear anywhere else than the outposts. In one of the rooms of the outpost, is a bed. The bed has legs made of darker wood, and a blanket with the Pillager face (Like the banners.). The room also contains a Commanders desk. The commanders desk looks abit like a lectern. It is made of darker wood, and has papers on it, not a book. By clicking it, you can read the papers. There are 3 different kinds of commander papers, and each desk has 2 of them. One paper is a map of the nearby area, with a Village marked with an X. One paper has info about different Illager types written on it. One paper has sketches of the Illager banner, and some different variations. You can pick up these papers. The map is simply the map in your inventory, The info paper is a read-able paper in your inventory, and the Sketch paper allows you to make a banner of one of the sketches, not the actual Pillager banner design tough. The commander has a schedual. -Wake up. -Stand next to desk. -Roam. -Promote pillager (apply Banner to a pillager) OR Bully golem (Stand next to gaged Iron golem and punch the fence a couple of times). -Go to sleep. The commander has some other attacks, along with the basic crossbow. -Sword. (Pulls out iron sword and hits with it.) -Firework shot. (Shoot a firework with the crossbow.) -Commanding. (All the Illagers nearby attack the target. No matter what.) Killing the commander does not give you the bad omen effect. The commander drops planning map when killed, this is a map that shows Pillager patrols. A pillager can become a commander if the bed, commander desk, and commander papers are not removed. [link] [comments] |
Posted: 16 Jun 2019 02:37 PM PDT My idea for a shield enchantment would be to do with projectiles, think fireballs, snowballs or arrows. Possible name, maybe something like deflection? Reflection? Three levels. If a projectile hits your shield with the first level of the enchantment, only 30% of the momentum will be carried back as the projectile bounces off the shield. For the second, maybe 60% and the third, 80%. The angle of deflection should be in relation to the direction it was fired from. Think ricochet. (This is my first post to this sub, there may be other ideas that are similar to this. Let me know what you think! Also thanks for the people that enabled me to post by giving me karma ) [link] [comments] |
Wandering traders should stay at inns. Posted: 16 Jun 2019 03:57 AM PDT If a wandering trader goes to a village and it gets dark, they should tie up their llamas at the nearest fence post and go into the inn and sleep. The next morning they take their llamas and leave. Edit: Add a new profession, innkeeper. He will trade food and he will have one trade which is a button. You're supposed to use the button to get to the upstairs rooms which should have iron doors. The wandering trader will also give him an emerald before sleeping. If you don't pay him he will confront you in the morning. If you still don't pay him, he will react as if you attacked him. Raising his prices and telling other villagers. [link] [comments] |
Shovels deal more damage to snow golems Posted: 16 Jun 2019 10:41 AM PDT That's it. Since only shovels can mine snow, it makes sense. [link] [comments] |
Posted: 16 Jun 2019 11:18 AM PDT There should be an option to toggle on a lock-on for mobile so PvP isn't impossible and killing mobs isn't either [link] [comments] |
Posted: 16 Jun 2019 06:20 AM PDT Over time the debug screen has become more and more cluttered. For normal gameplay only few things are really relevant. For that I propose two possible solutions: 1) Make a "simple" mode that you can switch in the options This mode would be activated by default and would only include the most relevant information. My suggestions would be to show the following:
2) Make it fully customizable This would probably be the best solution for the players, but also harder to implement. This could either happen via the options (would be cool) or using a txt file that you can edit and switch certain properties on and off. If you have any suggestions, please tell me [link] [comments] |
Region preprocessing on servers for improved user experience Posted: 16 Jun 2019 07:14 AM PDT Most servers have trouble keeping up with chunk sending, especially when the player is moving fast while using an elytra. This can result in poor visibility and even death. The best known solution (seen in applications like Google Earth) is to send simple approximations of missing data while the client is waiting for what is missing. This could easily be done in Minecraft. The server could process each region (32x32 chunks) and generate an object with several thousands of vertices that would look like the region from the distance but that could be sent and loaded instantly. This would result in the player always having a world around them, even if the server is struggling with sending actual chunks. [link] [comments] |
Posted: 16 Jun 2019 08:05 AM PDT They should add snails to Minecraft. Snails would be about the size of a chicken to make it noticeable enough, while not making it too large. Upon death, snails would drop two things: slime balls and snail shells. The reason why snails would drop slime balls (1-2 per death) is because they are often hard to come across for the average player. However, snail shells would be an entirely new item exclusive to snails (exactly 1 per death). 4 snail shells and 1 piece of water grass (more on that later) would craft a nautilus shell to make them only slightly easier to obtain. Snail shells could also be brewed into an extreme slowness potion to put onto arrows or splash potions, which would really enhance PvP (to make this not OP, it could last for ten seconds, rather than 30). Now for spawning, snails would often spawn in almost any biome after rain or a thunderstorm, and despawn after about 1 in game day. They would also spawn very frequently in a new biome called the water grass biome, where snails would freely roam the watergrass, which would grow 1-3 blocks above the water near a shore. Edit: In order to keep the challenge of getting nautilus shells, it would take 7 snail shells and 2 water grass to craft a nautilus shell, and snails would spawn less frequently both after rain and in water grass biomes. [link] [comments] |
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