Minecraft Dungeons are 9 years old soon, and they need an update. |
- Dungeons are 9 years old soon, and they need an update.
- Final level of echantment should have another font color.
- The Upgrade Aquatic Part One - Ocean Monument Loot! (Pictures and textures included)
- Make dog skins depending on the biome they’re found in
- Special collars or items for stopping a pet from teleporting to you, but allows them to freely roam around the place of your choice without needing to be sitting
- Stacking buckets
- New setless pants
- Making killer bunny spawns in woodland mansions.
- More features for dogs
- Anvil Stomp: Boots
- A HUGE update to Magma Blocks!
- Lances that can be used for jousting
- Basic Potions are Underpowered. Let's Finally Fix that.
- End camps
- Stables
- A Proposition for a Cave and Environments update
- Combine Two Saddled in an Anvil to Make a Double Saddle Allowing 2 Players to Ride One Horse
- Hitting a player with silk touch won't make the armor lose durability
- Gilded lantern
- Ender-interest
- Small ender dragon tweaks on bedrock
- Weather Vane for Detecting Rain and Thunderstorms
- Ender Oyster
Dungeons are 9 years old soon, and they need an update. Posted: 18 Jul 2019 05:24 AM PDT As much as I love and feel epic nostalgia for our current dungeons style, They're old. very old. How old? Try 9 freaking years. And, apart from loot table changes and generation tweaks, they've remained completely unchanged. I believe this could be a source of great potential, especially considering that 1.15 seems to be shaping up to be a revised combat update. I think dungeons should be entirely expanded. More rooms to explore, more spawners, more chests to loot (with updated loot tables for balancing), and a brand new Mini-Boss with two unique drops. The King would be a Staff wielding, Crown wearing Skeleton who spawns in a massive room within the Dungeon. He would be 2x4 blocks instead of a Skeleton's usual 1x2, quite a large lad, and he is as dangerous as he is tall. His staff can deal a substantial amount of melee damage, and hits that land give the player Mining Fatigue for 5 seconds, slowing their attack time. Each hit the player lands has a chance of spawning reinforcements, The lower the King's health, the more likely it is that he will spawn reinforcements. If the player can kill The King. He would drop his staff and his crown. When worn, His crown makes some undead mobs flee the player, and grants the player extra protection against those that do attack. His staff can give the player Regeneration 2 when right clicked, and has an attack damage greater than a diamond axe. The staff can have the same enchantments as a sword, except sharpness. [link] [comments] |
Final level of echantment should have another font color. Posted: 18 Jul 2019 02:58 AM PDT That is it. Basically, when you get the final level of the enchantment it will have another font color, just to make sure that you dont have to upgrade any futher. [link] [comments] |
The Upgrade Aquatic Part One - Ocean Monument Loot! (Pictures and textures included) Posted: 18 Jul 2019 07:05 AM PDT For the amount of effort an ocean monument takes to find and conquer, a couple of sponges and 8 gold blocks doesn't cut it for me. Sponges aren't useful for much and gold is a bit of an insult at that point. So here are a few drops for the Guardians to make the trip worthwhile! Guardian SpinesThese pointy bois use the same model as End Rods and can be waterlogged. When they're powered, they'll extend out like a piston and any entity in their way will get stuck in them, and take damage whenever they move, similar to a berry bush. Elder Guardian Spines do this too, but they are thicker and inflict the player with Mining Fatigue I, making them harder to escape from or destroy. Guardians and Elder Guardians drop 0-2 of their respective type when killed. Elder EyesElder Guardians always drop one of these. It has a similar shape to a conduit, and can be placed in any direction. When right clicked, it will activate and send a redstone signal while it detects any entity up to 14 blocks in the direction it is facing. Trap potentialI've always felt like there's more room in the game for traps. Dinnerbone mentioned wanting to add spikes at one point, and they'd be fun in adventure maps, pranking friends, or defending bases. And since you can hide Elder Guardian Eyes behind paintings, they function as hidden security cameras! Sounds a lot more worthwhile than some sponge and gold blocks. Try the mod!These suggestions are implemented in a mod I'm directing called Upgrade Aquatic, and a few days ago we released our first alpha for Forge 1.14, which along with these ideas, has a swathe of new corals, and nautilus mobs in ocean vents! The latest alpha also adds insomnia related features, including bedrolls that don't set spawn, potions to increase or decrease insomnia, and a configurable, subtle shadow around the borders of the screen when you haven't slept for a certain amount of days. You can download the alpha here or join our discord to become a tester! Credit to SnakeBlock, sixfootblue, Nox and Five for the textures in this suggestion. [link] [comments] |
Make dog skins depending on the biome they’re found in Posted: 18 Jul 2019 10:37 AM PDT Ok so everyone keeps wanting actual dogs and I have a proposal for that. What if the skin changes depending on where the dog is from? So if it's in a snowy biome, it's a husky. Maybe forests would make beagles since they originated in britain, Taigas would have golden retrievers since they originated near [link] [comments] |
Posted: 18 Jul 2019 12:56 PM PDT It doesn't have the same effect when my pet has to sit or be on a lead [link] [comments] |
Posted: 18 Jul 2019 12:26 PM PDT Specific bucket types (water buckets, for example) should be able to stack together in your inventory, to take up less space. Other games have done this (terraria for example) and i don't see why not. Only makes the game more convenient. This has probably been suggested before but im still surprised this hasn't been implemented yet. Thanks for the read. [link] [comments] |
Posted: 18 Jul 2019 09:52 AM PDT You know how carved pumpkins, turtle shells, and elytra are all setless armor which gives a bonus but low defense? Well here's a new one: Explorer pants: Found in jungle temples, when worn it allows you to go through leaves the same way you go through scaffolding. It has the same defense as leather. If you can think of a better name please let me know. [link] [comments] |
Making killer bunny spawns in woodland mansions. Posted: 18 Jul 2019 12:17 PM PDT Killer bunnies have no use in minecraft so at least they should spawn like other rabbits and it'll be so amazing if they spawn in woodland mansions because mansions are dangerous places to explore and killer bunnies will have their own room which will be called "Pet room" and there will spawn 1-3 killer bunnies with 1-2 vindicators like if they feed them. [link] [comments] |
Posted: 18 Jul 2019 09:45 AM PDT Dogs are some of the most beloved mobs in Minecraft. With lots of memes about mourning their deaths to heart-breaking hurt sounds, they've found their ways into the hearts of all players. That being said, they're kind of lacking in features. Here are some ways I think they could be improved:
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Posted: 18 Jul 2019 12:35 PM PDT Effect: Fall Damage is reflected to mobs that you fall on Anvil Stomping I: 40% of fall damage is inflicted on the landed mob, 10% of fall damage to yourself is negated Anvil Stomping II: 70% of fall damage is inflicted, 20% of fall damage to user is negated Anvil Stomping III: 100% of fall damage is inflicted, 30% of fall damage is negated Note: Fall damage reduction only applies when you land on a mob Special: This enchantment conflicts with Feather Falling [link] [comments] |
A HUGE update to Magma Blocks! Posted: 18 Jul 2019 03:07 PM PDT DAMAGE - If animals are killed by Magma Blocks, they now drop Cooked Meat. - If you walk on Magma Blocks with boots, the boots will protect you momentarily before they heat up. Leather/Chainmail Boots protect you for 1 second, Iron/Gold Boots protect you for 2 seconds, and Diamond boots protect you for 3 seconds. - Magma Blocks will damage you from all sides, not just the top. - Dying from the side of a Magma Blocks gives the death message, "[player] discovered the walls were lava". Dying from the bottom of Magma Blocks gives the death message, "[player] discovered the ceiling was lava." - Bats will take damage if they try to land on the bottom of Magma Blocks. - Using Frost Walker will cool down Magma Blocks when you step on them. It works in a small radius around your feet. Cooled Magma Blocks will heat up shortly after you step on them, sort of like how Frosted Ice melts over time. GENERATION - Magma Blocks will create Whirlpool Collums if placed under lava. This makes swimming in the Nether a bit scairer...it's almost like something's grabbing you, pulling you under... - Magma Blocks in the Overworld have a more stone-ish texture to mesh better with the ocean floor. - Magma Slabs and Magma Stairs will generate on the edge of Lava Oceans to give them some more shape and depth. They can also be crafted. BUILDING - Magma Walls can be crafted with 6 Magma Blocks in a rectangle. They act like normal walls, except they damage whatever comes in contact with them. Useful for keeping out mobs! - Smooth Magma Blocks are crafted with 4 Magma Blocks in a square. Unlike normal Magma Blocks, they do not inflict damage to mobs/players. - Magma Bricks are crafted with 4 Smooth Magma Blocks. Like Smooth Magma Blocks, they do not inflict damage to mobs/players. - Cracked Magma Bricks are made by smelting Magma Bricks. They have a spiderweb-like design which makes them good for the focal points of structures or for flooring. - Charred Magma Bricks are made by crafting Magma Bricks and Coal together. Their black color is a nice contrast to normal Magma Bricks, and it could also work in a volcanic build. - Chiseled Magma Bricks are made by placing two Magma Slabs on top of each other in a Crafting Table. They have a Ghast face chiseled on them, making them good for temples, ruins, ETC. - Magma Pillars are made by placing two Smooth Magma Blocks on top of each other in a Crafting Table. Another good block for structures and could even be used for a cooled magma flow effect. Here's an album with all the images if you don't want to click on each and every link.[link] [comments] |
Lances that can be used for jousting Posted: 18 Jul 2019 01:14 PM PDT Add lances that have extra reach at all times and, when on a horse, cause knockback that can knock off other riders (Spider jockeys, baby zombies on zombies' shoulders, other players). These should also be able to be used on foot. The lance does more damage and jousting knockback depending on the material. they would be crafted with a stick in the bottom center, 3 of the material in the middle row, and one in the center of the top. Jousting should also be able to be done using elytra (elytra is plural). This would give a cool game for players to play together as well as it would make horses more useful. [link] [comments] |
Basic Potions are Underpowered. Let's Finally Fix that. Posted: 18 Jul 2019 02:22 PM PDT Quick question: When you brew a potion, do you prefer using redstone to lengthen the potion's effect time, or using glowstone to level the potion's effect up? It's a trick question. The point is that you'll always choose one of those two options because there is no reason not to do so. Glowstone and Redstone are easy enough to obtain that you'll never actually run dry. Due to this fact, the basic potions see little-to-no use. Why are they in the game at all? For this reason, Mojang should change basic potions to make them easier to consume. Specifically, they should be drunk quicker than their counterparts. As for their splash and lingering variants, they could be thrown further than the others, and/or make larger potion clouds on impact. [link] [comments] |
Posted: 18 Jul 2019 12:07 PM PDT Make it an EXTREMELY rare chance that these structures spawn in the overworld and nether. If you have a chance of finding an end camp they would be made of end bricks for the main structure, and purpur blocks in the corners and purpur stairs for the roof. The camp would spawn 2-3 ender men for each camp that is generated. The camp could have 1 loot chest filled with overworld materials from underground. They should be rare enough so you it takes forever to find them so if you find one. You deserve the materials from it. [link] [comments] |
Posted: 18 Jul 2019 05:02 AM PDT Stables would spawn in mesas/badlands and would store 3 horses and a chest. The chest could contain horse armor, wheat, saddles and probally some gold. The horses would have above avarage stats and a unique skin. [link] [comments] |
A Proposition for a Cave and Environments update Posted: 18 Jul 2019 03:23 PM PDT My Proposition for a Challenging Caves and Environments Update
Minecraft is missing challenges that the community is striving for. The game has slowly become easier over the course of its years of existence and introducing new mining and survival challenges and elements is the next step for the sandbox game. New Ores The first thing that needs to be addressed is the lack of new ores throughout the game's history. There is a noticeable space in between iron and diamond ore, and these spaces could be utilized for not only cosmetic, but gameplay improvements/challenges as well. I think there should be ore(s) added in between iron and diamond, that have nothing to do with enchantments or redstone. I think Whitelight on YouTube has some interesting ideas: Titanium, an ore as strong as diamond, but harder to use (slower movement in lead armor); Lead, an ore that helps resist radiation; and Silver, an element that can cause more damage to monsters. As Whitelight explains, they don't need to be these specific ones, just new ores that are interesting and useful. I, however, do believe these specific ores can and should be added into the game, along with the gameplay elements that come with them. New Mechanics The new mechanics should go hand in hand with the ores added, whether those ores are the ones suggested above or otherwise. I also think there should be a new way to mine that isn't just hitting something with a pickaxe until it breaks. New mechanics should also introduce challenges players old and new would have to face that would take the place of the challenges that have been made easier over the years. My mechanic ideas are as follows: Armor with drawbacks, a pretty self explanatory system. I think all armors, even armor already in the game, should come with drawbacks other than loss of ores. For example: leather armor could increase/decrease your temperature, hurting you over long periods of wearing it; iron armor could slowly get you dirty, giving you a new effect that is erased by going into water; and of course, titanium armor could be as protective as diamond armor, but is not enchantable, and causes you to move much slower than normal. There are plenty of ways to modify armor in a way that could give players new challenges and cause them to build different useful structures, such as a bathtub. New environmental challenges: Sun damage, which would be related to prolonged sun exposure and would give Lead armor and shelter more purpose; Temperature, which would be related to prolonged sun and snow exposure, and give campfires, fire, torches, and water more purpose, and Dirtiness, as mentioned above, which would also give water more purpose. One New Arrow: the Silver Tipped Arrow. Not made with enchantments, just crafted like a normal arrow, but replaces the flint with silver, causing higher damage to hostile supernatural mobs. Detonation Mining, A new mining technique that uses controlled TNT explosions to carve out large areas underground. Same explosion radius as regular TNT, differences being that Detonation TNT is not harmful to mobs except for the player and always leaves drops when it destroys a block. It is also harder to come by, requiring 8 iron placed around a TNT block for 2 Detonation TNT, and a detonator. New Mobs Hostile Animals Wild or hostile counterparts to animals that already exist in-game. Getting food is much too easy and it should be more of a challenge than it is now, and this is my proposed solution. Things like wild boar, sheep, and cows should be the main form of wildlife, only finding tamed or docile versions of these creatures in the areas surrounding villages. They should have similar behavior patterns to wolves in the wild, attacking when provoked unless tamed. And while we're on the topic… New Wolf Designs Since ocelots have different designs/colors after being tamed, why shouldn't Wolves? There should be a couple different Dog designs to differentiate them like cats already do. Ghosts These mobs would appear only in mineshafts, and would ignore you unless you got within 2 blocks of them. They would be white and translucent. Standard Cave Structure Improved Cave Layout Caves are beautifully complex in real life. Minecraft should at least have larger cave structures with stalagmite and stalactite formations made of stone and other materials. Cave Biomes Caves should have biome specific mobs and blocks. For example, there should be Podzol surrounding caves on a Mushroom island, or ice in a higher up cave. There could also be underwater caves near underwater temples containing some Prismarine, and while you're at it, why not just make a Prismarine Ore to mine? Nether and End Caves Nether Caves It doesn't make much sense that Quartz and Glowstone are found out in the open sprawl of the Nether, and since they're technically ores, why not implement Nether Caves? They would have a similar layout to Overworld caves, just with different mobs and ores. End Caves These caves would be different in structure than other caves, being smaller and harder to find. There could be Purpur Ore and Shulker mobs occupying these regions of the End, and maybe just a splash of Emerald ore. This is my organized list of ideas for a different, more challenging Minecraft update. I highly recommend you watch this video (https://youtu.be/ha1rO0btVLU) that gave me these ideas, recently made by Whitelight. I hope you have your own ideas for Minecraft updates, and if you do, you should definitely share them with the community. [link] [comments] |
Combine Two Saddled in an Anvil to Make a Double Saddle Allowing 2 Players to Ride One Horse Posted: 17 Jul 2019 10:04 PM PDT I am often the only member on my realm traveling by horse. It would be nice to have the option of giving other members a ride! [link] [comments] |
Hitting a player with silk touch won't make the armor lose durability Posted: 18 Jul 2019 03:20 AM PDT Logical, silk touch toucehs things nicer so the armor shouldn't lose durability [link] [comments] |
Posted: 18 Jul 2019 09:53 AM PDT Crafted like a regular lantern, but with gold instead. It creates light, but only in one direction, based on the direction placed. It would be fantastic for lighting aesthetics! [link] [comments] |
Posted: 17 Jul 2019 05:11 PM PDT Ah, the Enderman. Such a fascinating creature- and also terrifying. Very terrifying. But what if we focused on their more fascinating side? The way I see it, Endermen are somewhat aimless and very curious dimension-hoppers. They're a neutral mob, meaning they have no intention of causing harm without provocation. Proposal: I would like it if this lanky terror had some personality- some charm- to it. One of the Enderman's key attributes is its ability to pick blocks up. It would be nice if it occasionally examined the block it was holding. Some possibilities: * it could look at something, and judge if it wants to hold onto it. * it could even show it off to other Endermen. * it examines other things in the world around them, accompanied by a head tilt. Thanks for reading! Feedback is appreciated! [link] [comments] |
Small ender dragon tweaks on bedrock Posted: 18 Jul 2019 12:40 PM PDT Right now on bedrock, the ender dragon is a bit.... Strange. Her knock back is pretty stupid, and her acid breath is very powerful. IMO, Mojang should: Reduce the amount of damage from her acid breath balls, as they can kill in a second (this might be a bug) Reduce the amount of knock back you get from a direct attack. However, this could leave the dragon feeling weak and easy. So, to compensate for this, at half health, the dragon should aggro 3-5 ender men on the player (depending on difficulty) [link] [comments] |
Weather Vane for Detecting Rain and Thunderstorms Posted: 18 Jul 2019 08:52 AM PDT Currently we have the daylight sensor for detecting the time of day. It would be nice to be able to detect changes in the weather as well. My suggestion is to add a "weather vane" block which would output a redstone signal strength of 1 for normal rain, and a signal strength of 2 for thunderstorms. [link] [comments] |
Posted: 18 Jul 2019 12:38 PM PDT Ender Oysters are rare creatures found in Deep Oceans or found more commonly in End City's and The End. They spit out a Ender Pearl every 10 in-game days. They have 5 hearts and when fed 1 Blaze Powder, it spits up a Eye Of Ender with a cloud of fire, damaging anything near it. [link] [comments] |
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