Minecraft Custom Combat in Minecraft: Best of Both Worlds |
- Custom Combat in Minecraft: Best of Both Worlds
- ⛓ Chains ⛓
- Can I PLEASE compost rotten flesh?
- The Eclipse.
- Throwing an Ender Pearl at another player will make you switch spots with them.
- Yaks as new passive (neutral?) mobs!
- Flaming creeper explosion
- Jungle Spiders
- Idol of Dominion - A Zombie Pigman Army
- Wandering Traders should sell maps
- New event to give nights more stakes: The Blood Moon
- New Bed Types
- Pillagers and vindicators should have baby forms
- Livelier Mobs
- Suggestion for the mining / underground update -- related to bedrock.
- Warm Milk.
- Ghost Boat.
- Old minecraft tutorial worlds
- Phantoms steal items from your hand when charging
- Brightness Setting Locking
- Birds, In Abundance!
- Make Tridents stick to shields instead of just blocking them
- New crafting station: The Gravel Sieve
- Mineshafts
- Snowballs should melt in mid air when thrown in the nether
Custom Combat in Minecraft: Best of Both Worlds Posted: 05 Aug 2019 05:08 AM PDT Our friends over at r/minecraftabnormals made this video discussing combat and some topics related to the recent issues regarding combat in Minecraft, you can check it out here! You can also join their discord and discuss it here, or join our discord and discuss it here [link] [comments] |
Posted: 05 Aug 2019 09:22 AM PDT (This post has been edited to suit moderator/subreddit rules) CraftingA chain can be crafted with 4 iron nuggets. Uses
To note:
Bonus Suggestion: Golden ChainA golden chain can be crafted with 4 gold nuggets in a circle. They can only be used to lock blocks just like the regular chains, however, the block they're applied to can only be opened/accessed by whoever placed that block in the first place. This would work best with chests, doors, trapdoors, gates and barrels. ConclusionI think chains are a good add to Minecraft since they satisfy decoration and redstone the most. They add a new level of security in singleplayer and more so in multiplayer, as well as allowing players to create new redstone contraptions and mess around more with the mechanics and dynamics of blocks. Regarding crafting, I don't think making chainmail armor craftable would lessen its value in any way, especially since it's rarely used anyway. And chainmail horse armor would be a great add for those wanting to complete the whole medieval aesthetic, while being stronger than leather. Anyways, I'd appreciate feedback in the comments and thank you for reading! [link] [comments] |
Can I PLEASE compost rotten flesh? Posted: 04 Aug 2019 06:38 PM PDT I honestly don't know why I'm allowed to compost perfectly good bread, but not rotten flesh. Is it because it's technically human flesh and that's disrespecting the dead??? No. I can eat rotten flesh, that's certainly a lot more disrespectful. I really just don't want to carry the stuff around and it would be nice if I could use it to grow my crops. [link] [comments] |
Posted: 05 Aug 2019 01:24 PM PDT If you don't know, the lunar phases that happen on the game aren't just a minor detail. Depending on the phase, the number of slimes spawning in swamps may change (Being more numerous during the full moon, and not spawning at all during the new moon), and the chance of which skeletons and zombies pick up items and spawn with weapons and armor, etc (More on here!). So, based on that information, i've gathered an idea that i think would fit on Minecraft. EclipseThe Eclipse would be an event that occurs at daytime, with the Moon slowly covering and uncovering the Sun. During this, mobs will spawn like it's night, the crops growth rate will slow down and passive mobs will agitated. The chance of mobs spawning with armor and weapons will raise, too, making it a difficult task to surpass. But, to avoid new players losing their progress by being unprepared, the Eclipse is made to be a rare event. Also, the rate at which an Eclipse occurs differs depending on the difficulty of the map, going from not happening at all, on Peaceful, to being a rather normal occurance, on Hardcore. ConclusionHonestly, i think the Eclipse would be a great addition to Minecraft. The sky nowadays looks, let's be honest, a bit bland, and an Eclipse would be nice to change things up. Talking about the FPS List, i don't think it qualifies as an ''natural disaster'', firstly because it's a natural occurance, and on second place it doesn't destroy the player's progress directly, being possible only by Creepers exploding. It can be preventable. As always, open for suggestions. tl;dr The Eclipse should be added to Minecraft. [link] [comments] |
Throwing an Ender Pearl at another player will make you switch spots with them. Posted: 05 Aug 2019 11:26 AM PDT If you can throw an Ender Pearl at a player that's on a mountain, you would switch. Just thought it would be cool. [link] [comments] |
Yaks as new passive (neutral?) mobs! Posted: 05 Aug 2019 10:52 AM PDT -Spawn only in the mountains -You can attract and breed them using wheat -Yaks can both be milked using bucket(just like cow) and be sheared using shears,however, yaks would drop only black/brown wool and,unlike sheep, they cannot by dyed -When attacked, yak would run away on short distance...and then turn back and rush towards its attacker with its head down,trying to hit them with its horns. When yak "headbutts" its enemy,the latter would take some damage and be knocked back on a distance of a few blocks. Considering that yaks naturally live in the mountains,this knock back effect can became fatal for the unlucky attacker... [link] [comments] |
Posted: 05 Aug 2019 09:29 AM PDT If a creeper is on fire from a Fire Aspect sword or Flame bow and it explodes it should set blocks around it on fire [link] [comments] |
Posted: 05 Aug 2019 04:49 AM PDT Slightly bigger spiders with a green/lime tone on the skin. They have cobwebs between jungle trees, catching birds and stuff. They are poisonous, just like cave spiders. And they are aggressive at all times. It would add some variety to the jungle. Let me know what you think [link] [comments] |
Idol of Dominion - A Zombie Pigman Army Posted: 05 Aug 2019 01:27 PM PDT The Idol of Dominion would be an item crafted by placing 3 gold ingots on the bottom, a Nether Star in the middle, and 5 iron ingots all around it. The purpose of the Idol would be to exert dominance over creatures willing to serve those who can make a proper display of power; in this case, the zombie pigman. Using an Idol of Dominion on a zombie pigman will cause it to enter "Duel Mode", making that instance and only that instance of the mob hostile to the player. Upon being defeated, the mob will be restored to full health and transformed into a friendly zombie pigman footsoldier; nearly identical to the zombie pigman, only with its arms lowered so that it resembles the player's movements. The player can "control" up to four zombie pigman footsoldiers at a time. Using the Idol of Dominion on a zombie pigman while four footsoldiers are already in the player's control will have no effect. From here, the zombie pigman footsoldier has several functions as a mob: • Pressing use with no specific item on a zombie pigman footsoldier will cause it to alternate between its two primary modes: ○ In Patrol mode, a zombie pigman footsoldier will follow player and mimic their movements; they will sneak if the player is sneaking, and will sprint if the player is sprinting. They will also attack any mobs that attack the player or that the player attacks, or any other mobs that the player uses the Idol of Dominion on (with the exception of zombie pigmen and other zombie pigman footsoldiers). Additionally, using the Idol of Dominion on nothing will cause all nearby zombie pigman footsoldiers to stop attacking mobs and default to Patrol mode (if currently in Guard mode). As with tamed wolves, zombie pigman footsoldiers will teleport to the player's location if they become too far away while in Patrol mode. ○ In Guard mode, they will be locked to the block they are standing on (the player can push them onto a specific block of their choice while they are in Guard mode) and stay in one place to guard a designated area, attacking any hostile mobs that come within 10 blocks of them and pursuing them for up to 30 blocks before returning to their original spot. Zombie pigman footsoldiers will not teleport to the player's location while in Guard mode. • Using armor or weapons on a zombie pigman footsoldier will cause it to exchange its current armor (if wearing any) or weapon (starts with a gold sword by default) with the one the player is holding. They can use all swords, axes, pickaxes, shovels, hoes, shields, and bows / crossbows. However, they require the player to provide them with ammunition for ranged weapons, and will be forced to melee attack enemies if they run out. Upon dying, the zombie pigman footsoldier will drop any armor or weapons the player has equipped them with. • Using food on a zombie pigman footsoldier will cause them to immediately consume it and restore health (they are immune to food poisoning and other food-related debuffs). Using a potion on a zombie pigman footsoldier will cause them to immediately consume it as well, regardless of whether the effects are beneficial or detrimental (they aren't particularly bright). • Using certain resources on a zombie pigman footsoldier (wood, iron, wool, etc.) will cause a zombie pigman footsoldier to enter "Resource Mode", during which they will venture off in a random direction to collect that resource for the player, despawning after they are 50 blocks away from the player (if the player follows them, they will continue in that direction indefinitely) and respawning at the same location they first entered Resource Mode after 24 in-game hours have passed from the moment they despawned. Once within range of the player, they will give them the resources they collected in the same manner as villagers would after successfully defending against a Pillager Raid. During this time, the footsoldier still counts as being under the player's control, meaning the player will be reduced to a maximum of three zombie pigmen footsoldiers as a result (multiple zombie pigmen footsoldiers can enter Resource Mode simultaneously, however). Additionally, there are two variables which the player can directly affect: the "Success Rate", and the "Amount": ○ The Success Rate determines if the footsoldier is successful in their task. The success rate of a resource like wood is high - nearly 100% - while the rate of a rare mineral like emeralds or diamonds is much lower. If a footsoldier does not succeed in their task, they will be "killed" instead of respawning, and the player will be alerted to their death at the moment they are expected to return. A footsoldier's success rate increases the greater the armor / weapon they are equipped with; that is to say, a footsoldier with full diamond armor and a diamond weapon will seldom fail in their task. ○ The Amount determines how much of a resource the footsoldier acquires if successful. This variable can be increased by equipping the footsoldier with a tool suited for their task. For instance, in the case of wood, the footsoldier will bring back a greater amount if equipped with an axe; and in the case of emeralds or diamonds, they will bring back a greater amount if equipped with a pickaxe. • In the rare circumstance of a creeper detonating near both a player and a zombie pigman footsoldier, the footsoldier will attempt a unique attack on the player that knocks them a significant distance in the opposite direction of the creeper, usually to the effect of taking the blow themselves. -MORE TBA- [link] [comments] |
Wandering Traders should sell maps Posted: 04 Aug 2019 09:31 PM PDT Wandering traders are pretty useless, and are really only useful as a last resort if they have something from a biome that you can't find. My idea is that they would sell maps that would lead to a structure (one that is not sold by a cartographer) or biome. It would make sense because they are wandering traders that must have gone out and seen a lot of different structures and biomes to get those items. It would better help the player with exploring since it's easy to get lost. [link] [comments] |
New event to give nights more stakes: The Blood Moon Posted: 05 Aug 2019 11:12 AM PDT Right now, as long as you stay inside your little house at night, there's no danger whatsoever in the hordes of monsters right outside your door. They just wander around aimlessly, ignoring the human right next to them. This is why I propose a new event, where mobs will actively try to enter your house. The Blood Moon would have a 1/4 chance of occurring any full moon. When it does, the moon would turn red, and the new event would start, and last until the end of the night. During the Blood Moon, a few different things would happen to every mob, and some things would happen to specific mobs.
Now for the individual mobs.
Well there we go. What do you guys think? [link] [comments] |
Posted: 05 Aug 2019 06:51 AM PDT My suggestion is to be able to create new bed types rather than just the standard coloured versions currently available.
That's all I can think of for now. [link] [comments] |
Pillagers and vindicators should have baby forms Posted: 05 Aug 2019 08:31 AM PDT I think it's pretty safe to say illagers are just evil villagers, so why do they not have baby versions? Baby villagers are a thing, so it makes sense. They could be faster and harder to hit, but do less damage. It would make a nice challenge, similar to baby zombies. [link] [comments] |
Posted: 04 Aug 2019 05:26 PM PDT Aggresive mobs are kinda lifeless, they just spawn and stand there an entire night in the plains infront of your house. They barley move at all in that time, and just burn to death in the day. So one thing I'd suggest are Idle animations. For example a skeleton could check on his bow and pull on the string a bit, and Enderman could just shake their block a bit if they have one. They could also interact with each ither kinda like talking, and move around more, like they are on patrol. [link] [comments] |
Suggestion for the mining / underground update -- related to bedrock. Posted: 05 Aug 2019 11:38 AM PDT Its been mentioned before that the underground experience and the mining experience could be improved by making it more dangerous as you get deeper, similar to terraria. My main suggestion is that the underground distance be doubled or more, extending far below the current level that bedrock is at. In addition, I believe it would make things interesting if a new block(s) was added to the game that could only be broken with a diamond tool, and to use these blocks to break up the upper and lower sections of the underground. Lastly, to make things more logical, I think that at the bottom of the undergound there should be a significant layer of magma before bedrock, to make it clear that you cant dig any further. Apologies if this has been suggested, I did do a quick search but with Reddit's search engine being as bad as it is I can't be sure. [link] [comments] |
Posted: 05 Aug 2019 08:01 AM PDT While I understand that some form of bed that allows you to skip the night without setting your spawn is on the FPS, I do think a way to accomplish the same goal would be beneficial. Warm Milk would be obtained by putting a milk bucket on a campfire, similar to raw meat. I feel this makes more sense compared to sticking it in an oven or smoker, rather you are simply warming it over an open flame. Warm Milk would have a bit more of an off-white look with a few bubbles, and when drank would give a new status effect: Sleepy. If a player has this effect, is will do the same thing as if they were in a bed with the screen fading and then waking up during the day. If monsters are nearby, you will be told "No time to nod off, need to stay alert." This would work during multiplayer as well, if one player is in a bed and another uses warm milk. Drinking Warm Milk would, as stated above, not alter your spawn and instead would just be used to skip the night and get phantoms off your back. [link] [comments] |
Posted: 05 Aug 2019 04:09 AM PDT Sometimes when you ride with your boat around the ocean, you will see an another boat, but with no rider, it will move around like someone was in here but in fact there is no one in this boat, it's just a boat that ride itself. Well, that's it. Now you see, you don't need to had a monster in your game, just had some stuff like that and it would be nice. Just a boat, that ride itself and you sometimes see it, even with a boat, then it disapear, and you don't see it. BONUS (if you think this is not that scary) When you saw the ghost boat for the first time, you will have like a "bad omen" effect, when you saw the boat, it will spawn without moving in the nearest water source from the house (bed spot) of the player. For an example: Imagine you just saw a ghost boat, you're like "ok that was weird" and then go back to your home that was near the ocean, you park your boat, but see that there is an another boat parked in front of your house, that is the ghost boat. [link] [comments] |
Posted: 05 Aug 2019 12:52 AM PDT They should add the old minecraft tutorial worlds in the minecraft marketplace maybe for free but that's mojangs choice. But I think it will give players nostalgia and give minecraft a proper introduction for noobs. They should also make a new one for all the new features . [link] [comments] |
Phantoms steal items from your hand when charging Posted: 05 Aug 2019 04:13 PM PDT Phantoms are a really cool new mob but I feel like theyre not very unique and quite boring. To twist things up a bit, a phantom should have a chance of taking an item off your hand when it hits you, and keep it in their mouth. Just like a fox would. If you kill them it drops the item back of course. [link] [comments] |
Posted: 05 Aug 2019 06:07 AM PDT I've always been disappointed by the brightness setting in Minecraft. It provides quite a range of brightness, but because the highest brightness is pretty much always the most convenient for survival, I've always just set it to that. Sometimes I've tried moody, but I always give in to the temptation to change it back to bright. All the same, setting it to moody provides an interesting, more challenging experience. To fix this problem, I think Mojang should implement a brightness locking system similar to the one for difficulty. It would not be automatically locked, but if a player wanted to play at a specific brightness without temptation to change it, they could do it. [link] [comments] |
Posted: 05 Aug 2019 03:34 PM PDT When waking through the forests and plains of Minecraft (which are the most common biomes by far), one thing that always seems to be missing is the true feeling of an alive world. Living and breathing. I think one thing that would really help alleviate that would be to add birds to the over world. That way you can see birds of prey swooping down to hunt rabbits, or flocks of birds migrating to lands unknown. Having these details would go a long way in making the world more immersive. To that extent, I also believe that any mobs added should provide more than just flavor (looking at you, pandas). If you look at the Update Aquatic, you can see some really good ways to change what used to be an otherwise bland section of the game into something that now has genuine utility and function within the game systems. Fish can be used not just as food, but as a taming device, and even to hunt treasure and make potions! Birds should be similarly designed from this framework, making them more unique aspects of the game world. There is a multitude of uses for several birds that would justify their presence in the game, in the world as mobs, as pets, or as crafting components. It is important to note that I keep the majority of numbers for health, damage, and drop rates out of the post intentionally. I am not a game designer, I do not know how to balance something like this to the game, though I'm sure it could be done. So anyways, here's a few ideas I had for such an update: New Mobs:
New Bosses:
New Mechanics:
New Items:
New Potions -
New Weapons:
New Armor:
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Make Tridents stick to shields instead of just blocking them Posted: 05 Aug 2019 03:29 PM PDT I thought that since arrows do this, why cant tridents do it aswell? [link] [comments] |
New crafting station: The Gravel Sieve Posted: 05 Aug 2019 03:28 PM PDT The Gravel Sieve would be a crafting station for working with loose aggregate blocks. It would work similarly to the Stone cutter, letting you turn one block directly into another. The primary purpose of this station is to process gravel. Instead of having to place down blocks and scoop them up again until you get what you want the gravel sieve would directly convert gravel into other materials. Because the products of this station would not be a fixed product it wold not be a traditional crafting station interface, but rather a right-click-use interface, where you right-click on the station with the block you want to process, an the station "uses" the block and drops a product at your feet. It would also process blocks handed to it by a hopper, dropping them out the front of the crafting station (presumably directly into another hopper). To preserve the balance and mechanics of other aspects of the game processing gravel in this way would not yield 100% flint, that output ratio is left for the village stone mason. Instead the ratio of production is 40% flint, 58% sand, 1.75% clay, .20% iron nuggets and .05% gold nuggets (examples, will obviously need to be balanced). The Sieve would have a few other operations it could perform as well. Since many IRL industrial sieves have a crusher built in, I would say the MC Sieve should be able to turn cobblestone into gravel and sandstone into sand (100% conversion rates). (this could also be another crafting station instead "The Rock Crusher" but it seems silly to have a million stand alone crafting stations to do single actions) It would also take course dirt and turn it into 50% dirt and 50% gravel, and concrete mix and turn it into 50% sand and 50% gravel (dye is lost). This effectively undoes those crafting recipes. Yes, the cobble>gravel>sand/flint/clay/iron/gold chain does make those final products infinite (albeit at very low rates for the clay, iron and gold). That is one of the intended features of the suggestion. What do you think? [link] [comments] |
Posted: 05 Aug 2019 03:07 AM PDT As much as I'd love a cave update, I'll just keep pointing out all the small reasons why we need one, one by one. First off: Abandoned mineshafts. They should be biome-oriented. The game can already do this (source: Mesa mineshafts being dark oak) the colour wood should vary based on biome. In a forest it would be a mix of oak and some birch.
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Snowballs should melt in mid air when thrown in the nether Posted: 05 Aug 2019 06:13 AM PDT Water instantly evaporates when placed in the nether so this make sense [link] [comments] |
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