Minecraft If charged creepers have a potion effect applied to them, their aura should be the same colour as the potion particles |
- If charged creepers have a potion effect applied to them, their aura should be the same colour as the potion particles
- The ability to free your pets in hardcore mode after you die
- Add a silverfish variant called woodlice
- Add different clouds to the sky
- Pigmen huts under the sea of lava in the Nether.
- Nether Cave Sounds and a new mob
- Rubble Blocks.
- Banner ideas
- dyeable campfire with differently colored smoke
- Dark Dust
- villager strongholds under some villages
- Lave tubes/tunnels
- minecraft event thingy - Red Moon
- Visual display of a spider's daytime neutrality
- A new phenomenon - the full Moon
- Gold and Weight.
- Drowned Horses , Rotten Saddles , and Soggy Apples
- Parrot being able to aid in mining efforts
- dead essence potion, a way to give targets to golems.
- New enchantments (and curses) for sheilds
- Map purchases
- Combat upgrades are great, but we still need things to fight; escalating threat levels as the player descends further into the world.
- Introducing the night walker
- Add Basalt near Lava and make obsidian a little more rare
Posted: 28 Jul 2019 12:00 PM PDT | ||||||||||||||||
The ability to free your pets in hardcore mode after you die Posted: 28 Jul 2019 01:44 AM PDT When you die and go into spectator mode you could chose to free your pets and horses by clicking on them instead of feeling bad that they'll be all alone at home they'll go outside and open the door them self and be free again [link] [comments] | ||||||||||||||||
Add a silverfish variant called woodlice Posted: 28 Jul 2019 06:53 AM PDT Unlike silverfish, these guys are neutral, and will hide in trees and other wood varieties after day 10. This prevents early game annoyance. Unlike silverfish, the wood that woodlice hide in will not disappear when they come out of it. Woodlice have a lower chance of spawning in wood if a player is using an axe, and using an axe with bane of arthropods will completely prevent them from spawning. When killed, they would drop a small amount of experience and either sticks (0-3) or a sapling. I think this would give forests a bit more life and would be a much better silverfish variant than the endermite. [link] [comments] | ||||||||||||||||
Add different clouds to the sky Posted: 27 Jul 2019 11:58 PM PDT Currently, we only have one cloud in Minecraft, maybe stratus. What about having different clouds at different heights like: Cirrus - Much higher than 256 blocks, whiter than most clouds, no weather effect. May occasionally be seen in dry biomes. Cumulus - Big cloud, and is around 180 blocks in starting height. Does not emit lightning, and may rain down onto the land below. Cumulonimbus Incus - A huge cloud, which starts at 128 blocks and ends at 256 blocks. It is white at the top, but black at the bottom, and is big enough to cover several biomes. It has lightning, and lasts the same as a regular Minecraft storm does now. Pyrocumulus - Emitted by big fires, this kind of cloud may produce rain that may extinguish the fire below it. Pyrocumulus is reddish-gray and starts from 80 blocks upwards. If the fire has been going on long enough, and depending on biome, pyrocumulus may become a Cumulonimbus Incus, in which it may spark new fires. However to make pyrocumulus, you need quite a lot of fire, as one campfire is not going to do it. If a cloud passes into a Dry biome, like a Desert, it dries out and fades away. In fact, Dry biomes should make the clouds fade away when the player walks into the biome, meaning rain can never happen there. (Lightning is a different matter, and can still happen without a storm, this is called dry lightning, and already happens on Bedrock Edition, which could be ported to Java Edition). Bigger clouds will take longer to fade. The Jungle is the wettest biome of all, cause of the humidity. It is so humid, that it can rain inside the jungle without any clouds whatsoever. Add your other cloud ideas down in the comments if you like. With this, all forms of precipitation will have to be reworked to fall in the radius of a cloud. This however, would look more realistic, and rain irl gets distributed unevenly across Earth, look at the Sahara and Mawsynram, they are two very polar opposites in rainfall and biome. [link] [comments] | ||||||||||||||||
Pigmen huts under the sea of lava in the Nether. Posted: 27 Jul 2019 09:57 PM PDT Currently the pigmen are intelligent creatures who are able to wield swords as a weapon, and act as passive mobs- but they just stand around if you don't attack them, and their drops aren't worth much anyway (unless you build some complex gold farm). The lava seas of the Nether are also barren, and may as well just be flat spots to avoid or else you'll die and lose all your items. I propose generating semi-rare pigmen huts under the Nether seas of lava. These huts may be small structures made of nether brick in which pigmen sometimes gather by swimming down into the lava, made in the shape of a dome or square and empty of lava from within. These huts may have a chimney also made of nether brick, reaching just above the lava to indicate to players that there's something of interest in that location. Following the progression of potion crafting becoming a focus after reaching the nether, the player will have to use fire resistance potions in order to swim down into the hut. These huts will be the home of the pigmen, with an anvil to allude to their method of crafting swords, or a painting to make it seem more homely (but no bed, because obviously the undead don't sleep). The hut will also have a chest containing an item of special value found only in these structures (similar to how the heart of the sea can only be found in buried treasure), likely to be of great value to potion brewing or possibly enchanting, as well as other treasures commonly found in chests. The item in question is another suggestion entirely. The main idea behind this suggestion is to add more significance to zombie pigmen, bring attention to Nether lava seas instead of them essentially being a huge barren area of death, and add to the Nether as a whole as a result. Reference images for the structure are found here: https://imgur.com/a/a3rmxJy [link] [comments] | ||||||||||||||||
Nether Cave Sounds and a new mob Posted: 28 Jul 2019 02:30 PM PDT Nether Cave Sounds: I think the cave sounds in the overworld are pretty creepy and add suspense and fear to mining. However, it is very strange to me that we can hear Blazes and Blaze cave sounds without Blazes existing in the overworld. This is why I think that either the Blaze related cave sounds should cause a Blaze to spawn within 30 blocks of the player, or be removed from the overworld and added to the Nether where it would make more sense. That being said, the Nether dimension could use some cave sounds, since it's pretty much one huge cave. These should be considerably spookier than the overworld cave sounds, with things such as Ghast wails and Wither Skeletons being taken into account. The New Mob - The Corrupted: This mob is special. Why? Because it does not spawn naturally. Much like a Horse Trap, a special event causes it to spawn. However this time it isn't a lightning strike, it's a cave sound. When near soul sand, the player has a very small chance of hearing a cave sound that sounds like the wither skeleton's dying sound, but distorted. When this sound is heard, a Corrupted will spawn within 30 blocks of the player, on top of a soul sand block. The Corrupted is a mob with a Zombie-like appearance. It has the skin texture of a zombie, however it's skin is black. It's only wearing pants that resemble jeans but are very ripped and torn. Much like the Zombie Pigman, it is missing parts of its skin that reveal a skeletal structure, which resembles that of a Wither Skeleton's. This mob is 3 blocks tall, and is as fast as a Wither Skeleton. It also wields a Golden Axe. The Corrupted has 40 hearts of health, and serves as a mini-boss of sorts. It has three main attacks:
Upon death, the Corrupted will always drop 1 block of Soul Sand, and a Wither Rose. It has a small chance of dropping some bones, and some rotten flesh. The purpose of this mob is to be a hint on how to summon the Wither Boss. It also serves as a way to get a wither rose without having to summon a Wither Boss. Due to its rarity and spawning conditions, I do not think this mob would be able to be farmed, and it isn't meant to be farmable. [link] [comments] | ||||||||||||||||
Posted: 28 Jul 2019 10:54 AM PDT Rubble would be a new block that meshes the gravel and cobblestone textures. It would have a few of the large rocks from a cobble block mixed with the dust-look of gravel. Rubble would be crafted with two gravel and two cobble, to get four. Rubble would be affected by gravity, like gravel, but would require a pickaxe to break effectively rather than a shovel. Rubble would spawn naturally underground, similar to gravel or the various -ite stones. Rubble would most commonly spawn near abandoned mineshafts, already resting as if there was a cave in. As a unique feature, perhaps rubble's gravity would work a bit differently, possibly triggered by breaking a block within a certain distance. This as a whole could make caves a bit more dangerous as well as provide a cool block to prank your friends with. [link] [comments] | ||||||||||||||||
Posted: 28 Jul 2019 05:20 AM PDT Maybe we could wear banners on our backs like pillager captains or like capes, the data is there for banners on a mob so it might be somewhat easy to do, maybe the banner takes up the armor spot or chestplates can have the banners crafted in to them as either a cape or how the pillager captains are, maybe you craft a banner with a chestplate for it on your back, and for a cape you can make a blank cape then put the banner on it then finaly on the chestplate as a banner, [link] [comments] | ||||||||||||||||
dyeable campfire with differently colored smoke Posted: 28 Jul 2019 01:20 PM PDT As the title sais. Possible applications would be:
[link] [comments] | ||||||||||||||||
Posted: 28 Jul 2019 08:50 AM PDT When you teleport with an enderpearl, there's a small chance of endermites spawning in. Now while this works for Endermen, its quite boring and makes them feel ununique in my opinion. That's where dark dust comes in When an enderman teleports, there is a 10% chance of something spawning in called Dark Dust. Dark dust:
Bottle Of Darkness:
When a creature becomes blind, they can no longer track players further than 3 blocks away until the blindness wears off. [link] [comments] | ||||||||||||||||
villager strongholds under some villages Posted: 28 Jul 2019 05:59 AM PDT there will be a small chance a villager stronghold would spawn underneath a village it was have chests full of emeralds but once you trespass into it iron golems will be aggressive and villagers will run and tell iron golems your their to protect their emeralds but if you have hero of the village the iron golems won't be aggressive and villagers won't do anything when they see you there will also be a villager chapple in the middle where the villagers will worship a giant emerald that will make villagers angry no matter if you have hero of the village or not if you mine away the emerald blocks. [link] [comments] | ||||||||||||||||
Posted: 28 Jul 2019 12:05 PM PDT This would be a new type of cave with a smooth tube shape, same ores and stuff, feel free to add on to it. [link] [comments] | ||||||||||||||||
minecraft event thingy - Red Moon Posted: 28 Jul 2019 01:09 PM PDT 35% of the time after 10 minecraft days, The Red Moon will happen where all mobs come in packs of 11 and do 3% more damage, but drop 6% more items when killed, after killing a pack of one of the mobs, A lightning bolt will hit the ground and "Red Moon Piece" will drop and after having 9 red moon pieces you can craft a Red Moon Sword, and 9% of the time after killing a pack of creepers The Red Moon Piece will also have a Enchanted Book with it called "Moon Flare" which can only be Combined/Put on a Red Moon Sword which will give +3 damage. Red Moon Sword: stats +9 attack damage with Sharpness V (+15 attack damage) with Moon Flare (+18 attack damage) Reason: I posted this idea because I feel like there could be a in game event other than A boss you spawn and find and have to defeat, Its a event which you will be forced to face if it comes, which will give more nostalgia to minecraft. [link] [comments] | ||||||||||||||||
Visual display of a spider's daytime neutrality Posted: 27 Jul 2019 04:09 PM PDT As we all know spiders become "neutral" mobs during the Minecraft day. So to show that spider is now neutral the spider's eyes could change from red to green, or some other visual change to show that the spider is neutral. [link] [comments] | ||||||||||||||||
A new phenomenon - the full Moon Posted: 28 Jul 2019 10:00 AM PDT Full moon will occur (to emerge) as and in real life. But, the full moon will give certain other phenomena, sounds, effects, etc. Now all will talk! - Wolves will howl in the full moon. Wolves will howl in the full moon, so communicating with each other. There will be different sounds of them howling. - Villagers in any case do not go out. Here everything is clear. The villagers will not sleep and will not in any case go out. - In the full moon will be increased spawn of the undead. Increased spawn zombies, skeletons, phantoms, drowned. But, the spawn of creepers and endermens is reduced. With spiders not clear! - Untamed wolves and zombies will be much more aggressive than usual. - New achievement. The achievement is called "Survivor under the moon". The goal is to survive the full moon. If you have questions, feel free to ask. This whole idea will be further developed. There may be mistakes, as English is not my native language. [link] [comments] | ||||||||||||||||
Posted: 28 Jul 2019 02:57 PM PDT It has come to my attention that their is little reason ever craft golden gear. While you might be able to obtain it via mob farms, we hardly have any reason to make it. What if for every piece of golden armor equipped, you fell a little faster? It could increase your dive speed when wearing elytra, decrease the amount of air wasted to hit the bottom of the ocean, and even improve efficiency of two-block ladder chutes with water at the bottom. Obviously, the downside is that the armor is buttery soft and not very protective, but ti would add a cool utility to it like leather being good for cosmetics. [link] [comments] | ||||||||||||||||
Drowned Horses , Rotten Saddles , and Soggy Apples Posted: 28 Jul 2019 06:15 AM PDT I know there are already a few horse variants , however this one is pretty unique. First lets start with the mob. Drowned horses could be found near underwater ruins , although they should be at least moderately rare. They can breathe underwater. To tame them , you need an items called Soggy Apples. Name isn't final btw. You find these in Chests in underwater ruins and in sunken ships. When eaten , however , it gives the player 30 seconds of water breathing. Also , if you put a piece of blue ice in the crafting table next to a Soggy Apple , it crafts an item called a Frozen Apple. When eaten , it give the player Frost walker for 6 minutes. Additionally , if you decide to kill the Drowned horse , it's possible drops include: Rotten Saddle (0-1) Leather (0-3) Kelp (1-6) And Finally, Rotten Saddles. These are a downgrade from normal saddles. They have a low durability and will break after a short period. However , putting a rotten saddle in the crafting table with 2 iron ingots and 5 pieces of leather , it will make a regular Saddle. I know its a lot for one post , but additionally , Drowneds should try to steal your horse. Sure it can be simply avoided , but it ads another level of riskyness to owning one of these. Also , here are the speed and health stats for the Drowned Horse: Hearts - 20 Speed in water - 25 Blocks per second Speed on Land - 8 Blocks per second As you can tell by the stats , they are slighty faster in water than most horses , but ever so slightly slower than most horses on land. [link] [comments] | ||||||||||||||||
Parrot being able to aid in mining efforts Posted: 28 Jul 2019 10:35 AM PDT A cool feature to make parrots more useful would be to make it so then, when in a certain proximity to specific ores, the bird will make a specific noise. This would be balanced due to the rarity of jungles along with the fact that the radius in which the ores have to be could be small, but also just large enough to make it useful to bring your parrot with you while mining. This idea is also not too outlandish because, iirc, a specific kind of bird was used to sniff out gas leaks while people were mining back in the day. [link] [comments] | ||||||||||||||||
dead essence potion, a way to give targets to golems. Posted: 28 Jul 2019 11:49 AM PDT My idea is that with rotten flesh and another ingredient (as rotten flesh is very common) you could make a dead essence potion, wich when drank or hit by, would give you the effect of the same name wich would make nearby golems attack whatever thing has the effect. This would be very useful for animal farms and especially in multiplayer, you could make fake entrances or make a door with a mekanism that unless deactivated correctly, would throw one of these potions a release golem to attack you. Fun to use on your friends or people trying to grier your base. Also it would finally make rotten flesh useful. [link] [comments] | ||||||||||||||||
New enchantments (and curses) for sheilds Posted: 27 Jul 2019 11:49 PM PDT Rebound: lev1: Arrows and tridents bounce back at 20% velocity. Potions, fireballs and other projectiles would be bounced back at 15% velocity lev2: Arrows and tridents bounce back at 30% velocity. Potions, fireballs and other projectiles would be bounced back at 25% velocity lev3: Arrows and tridents bounce back at 45% velocity. Potions, fireballs and other projectiles would be bounced back at 45% velocity Flame Burst: lev 1: When you successfully block an attack, there will be a 5% chance of lighting the opponent on fire for 8 sec lev 2: lev 1: When you successfully block an attack, there will be a 10% chance of lighting the opponent on fire for 12 sec lev 3: When you successfully block an attack, there will be a 15% chance of lighting the opponent on fire for 15 sec Widespread (treasure): lev1: while raising a shield, non-covered areas of your character would receive 30% less damage (covered parts stay the same) vengeance (treasure): when an attack is blocked, there will be a 25% chance of the opponent of receiving a random effect from below:
Curse of Brittleness (name pending): shields have a 30% of failing to block an attack [link] [comments] | ||||||||||||||||
Posted: 28 Jul 2019 09:49 AM PDT You should be able to see maps in a form of spectator mode before you buy them so you know what you are getting before you pay for because screenshots don't show enough [link] [comments] | ||||||||||||||||
Posted: 27 Jul 2019 06:29 PM PDT TL;DR: Increase the height of underground generation and implement progressively creepier and more threatening mobs as you get closer to bedrock. Minecraft's survival progression is a bit skewed at the moment. Once you've gathered stone tools, there's nothing really stopping you from digging a staircase to the bottom of the world and strip mining some of the best ores in the game on the first or second night. This problem mostly stems from the fact that these aforementioned ores spawn far too close to the surface, as well as the fact that there are few things to pose a threat the player as they descend further towards endgame. Of course, recent updates have added harder enemies (e.g. woodland mansions, ocean monuments, pillager outposts), but these are designed to provide challenges for players that intentionally seek them out, as opposed to integral parts of the game's progression.
The first threat the player is likely to face at the start of the game is one of the four primary surface mobs. And for the most part, these mobs are pretty well balanced towards that area of the world — the surface. The issue is that they continue to spawn in mid and late game areas, where players have the equipment to demolish them with ease. The solution isn't to make them spawn with statistical buffs at lower levels. While it does technically fix the problem, the answer to this will always start and stop at "wear better armor, craft better weapons." Minecraft is a game about creativity, so these new mobs should require more creative tactics than charging at them with a sword.
Just to be clear, this isn't a "make the game harder" suggestion ok, maybe a little so much as a "make parts of the game that are supposed to be hard actually hard" suggestion. Some Preliminary TweaksOk, I lied. Before we get to the new enemies, let's tweak the surface mobs a little bit, to reinforce the niches they originally fell into and give the new mobs a better baseline to grow from.
Zombies A slow, but strong monster whose danger comes from numbers.
Skeletons Skeletons are actually pretty good at fitting their role right now. Moving on.
Spiders A nimble enemy capable of outspeeding the player and overcoming most vertical barriers.
Creepers Sneaky glass cannons that destroy structures and scare the shit out of players.
Endermen Rare, powerful enemies capable of using their teleportation abilities to terrifying effect.
The UndergroundFirst off, increase the sea level to "y=104", giving the underground 40 extra blocks of space. Ores will be redistributed accordingly. Next, divide the underground into three layers of increasingly difficult enemies. Starting at the top of Layer 2 and below, a harder stone variant will gradually replace regular stone (hereby referred to as deep stone for simplicity), requiring a pickaxe tier of iron or higher to mine effectively. Deep stone possesses the same blast resistance as regular stone and drops cobblestone like normal.
How are you supposed to obtain ores if you can't mine into the layer to get them? Easy, you explore caves. Or use explosives. Each layer will spawn their own monsters in addition to surface mobs.
Another disclaimer: I'm not suggesting that Mojang add eight new mobs to the game (though, that would be pretty sweet). Instead, treat these mobs as examples of the unique sorts of challenges the player should face underground. Layer 1Ghoul A ragged undead with hollow eye sockets and a mouth contorted into an eternal snarl.
Tunnel Mite A burrowing variant of Silverfish resembling an antlion larva.
Layer 2Apparition The wandering souls of lost miners, now destined to patrol the endless caverns of the Overworld until the end of time. Look like translucent, hooded figures with tattered cloaks.
Skulk A horned beetle-like creature with a penchant for ramming into players.
Basilisk A mythical creature with a petrifying gaze. Looks like a squat lizard creature with axolotl frills and a wide mouth full of needle-sharp fish-like teeth.
Layer 3Broodmother A bulbous spider variant that feeds on lost miners and the nightmares of children.
Shambler A desiccated, hunched-over figure with an enormous, toothy mouth for a face.
Troll Basically a Tank from L4D. Looks like a beefy, green-skinned behemoth with glowing red eyes.
ModifiersIn a hypothetical future where more expansive underground structures were added, it would be cool if some of these underground enemies had modifiers applied to them (a la armor and weapons for surface mobs) when they spawn in them to turn them into what are essentially minibosses on Normal and Hard.
Burning The mob is surrounded by fire particles. When taking damage, the mob will spit out lava ember particles in random directions that set blocks they land on on fire. As a consequence, the mob is also immune to fire. Vengeful The mob is surrounded by critical hit particles. They now deal higher damage as their health decreases. Colony The mob produces block-breaking particles. When damaged, they have a chance of spawning a silverfish. Eldritch The mob is surrounded by void particles. They are healed by proximity to dark areas, and can plague nearby players with debilitating debuffs. Produce creepy ambient sounds when nearby. Vampiric The mob is surrounded by red enchantment particles. They now steal a portion of the player's health when damaged. Unholy Vitality (Hard exclusive) The mob is surrounded by golden enchantment particles. The mob must be killed three times to truly die, playing a reverse death animation upon revival. Creepers can explode three times, and Broodmothers will produce three waves of hatchlings. Can be prevented from reviving if killed with a golden weapon. [link] [comments] | ||||||||||||||||
Posted: 28 Jul 2019 03:13 AM PDT Imagine a mob that cannot move during daytime, at night it would follow you around and try to kill you, they would be a super rare spawn, most likely you will be exploring and you find one, but they would be hard to kill. They deal 5 hearts melee damage, and have 50 hearts hp. I don't know what it would drop, and the name "night walker" is not final [link] [comments] | ||||||||||||||||
Add Basalt near Lava and make obsidian a little more rare Posted: 28 Jul 2019 02:53 AM PDT Add basalt near lava. It can be a recolor of cobblestone. (Black and Dark Grey) Basalt can only be mined with a diamond pick , but they are mined slighty quicker than obsidian. Obsidian can be crafted from putting 4 pieces of basalt in a crafting table in a cube shape. Similiar tobhow you craft bricks from clay. [link] [comments] |
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