Minecraft Mounts with name tags should appear on your locator map. |
- Mounts with name tags should appear on your locator map.
- cats should be able to jump about 3-5 blocks and try to attack phantoms instead of just scaring them away
- Fallen castles
- Rivers should eventually connect with a sea, lake or swamp.
- New trident enchantment - Discharge
- Launcher should have a command-line option to automatically start a profile.
- Recoil: A new and customizable mechanic, that will balance shields while making them more useful and interesting in all forms of combat!
- Tamed cats should occasionally knock the item out of an item frame
- /gamerule list
- Short grass, to make lawns look less overgrown.
- Caption the name of the biome you just entered if it's the first time you've been to one of that type for that world.
- Prehistoric Animals - 4 Mob ideas
- Pillager-tamed wolves should occasionally spawn with patrols/raids/outposts
- Pets should be updated
- Primates with Training Behavior
- Add a new structure, Shadowspire, and related biome to spice up Nether
- Using Pick Block on a name-tagged Mob renames the Spawn Egg
Mounts with name tags should appear on your locator map. Posted: 12 Sep 2019 01:41 PM PDT Specifically horses, donkeys, llamas, and any other mob that a player can ride. Mounts are pets you would specifically want to take with you into the wild, but if you need to dismount to quickly deal with a threat or opportunity, you can either go to the trouble of staking the animal first and going off to deal with whatever, or you can let the animal run loose and possibly never see them again, along with the saddle, mount armor, name tag, and anything in its "saddlebags". But if your animal (or anyone else's) could be tracked on a locator map you would at least have a chance of regaining them even if they wandered several dozen blocks away. In real life, tame horses like the company of humans and will follow them around or at least remain in the vicinity. Rather than have horses automatically behave like wolves or cats, they might be allowed to appear on a locator map. This would also give a substantive reason for giving your mount a name tag [link] [comments] |
Posted: 12 Sep 2019 08:10 AM PDT Cats are kind of a thing that is not really used alot so i wanted to add something useful. When you sleep with a cat, it brings back items. One of which is a phantom membrane, which means they kill phantoms while you're asleep, so it would make sense that they would try and attack phantoms at night. They could do a jumping animation similar to foxes Edit: i accidentally put that cats are used alot instead of that they arent. Also thanksbfor 100updoots [link] [comments] |
Posted: 12 Sep 2019 01:32 PM PDT Fallen castles would be large castles that have holes in the sides ranging from 2-10 blocks Wide, and some cracked and mossy stone bricks, the inside would be similar to that of a stronghold with better loot, rooms with beds and one chest(which will always be empty) and a storage room where all the good loot is, iron golems that are automatically hostile on the inside and they would be very rare like woodland mansion rare but you could get a map from a cartographer [link] [comments] |
Rivers should eventually connect with a sea, lake or swamp. Posted: 12 Sep 2019 03:41 AM PDT |
New trident enchantment - Discharge Posted: 12 Sep 2019 04:01 AM PDT Discharge is a trident only enchantment that is specially good against herds of mobs. When thrown, a trident with this enchantment will discharge a big amount of energy into your target and any mob/player that is less than 2 blocks away from it. Dealing damage to the target and nearby mobs. With a chance of stunning them for 3 seconds. The enchantment has 3 levels. Discharge I: +0.5 damage, 20% chance of stunning the target and nearby mobs for 3 seconds. Discharge II: +1 damage, 25% chance of stunning the target and nearby mobs for 3 seconds. Discharge III: +2 damage, 30% chance of stunning the target and nearby mobs for 3 seconds. The enchantment also works on melee attacks but will not stun the target (For obvious reasons). This also means that it is compatible with riptide. If you think that this enchantment is op, trash or just dumb please let me know how you would improve it. Feedback is appreciated! (EDIT) Maybe for balance this enchantment could only work every few seconds so you cannot spam it? I got the idea from u/YeruhamTheGoldfish but I think I might have misunderstood them. [link] [comments] |
Launcher should have a command-line option to automatically start a profile. Posted: 12 Sep 2019 11:32 AM PDT To bypass the play screen and get straight to starting Minecraft, ie: minecraft-launcher --start_profile "BASIC 1.14.4" minecraft-launcher --start_profile "BASIC 1.12.2" minecraft-launcher --start_profile "1.12 and Forge 2847" minecraft-launcher --start_profile "Latest release" [link] [comments] |
Posted: 12 Sep 2019 02:43 PM PDT Make sure to vote on the Offical Feedback Site so that Mojang notices! BasicsCurrently, a Shield tends to slow down PvP a lot, and a sword and shield fight you basically sit there hitting and blocking until someone breaks a shield. Or, If someone brings an axe in addition to their sword they can completely remove the shields usefulness and shred you while you can't do anything. Other things like blocking repeatedly near-instantly, being unphased after blocking an explosion on any magnitude, or the shield not really helping you get a hit in when a mob can attack you every 0.1 seconds. This makes shields either situationally OP, or utterly useless. Recoil is designed as a self-balancing system that makes shields both more balanced and more useful! The two forms of recoil are as follows: Defence Recoil and Attack Recoil. Attack Recoil is inflicted onto the attacker when their attack is blocked, and it prevents them from attacking using a melee weapon until it wears off. Indicated by a red sword iron that empties. Defence Recoil is inflicted onto the defender when they block an attack, and it prevents them from using any form of blocking. Indicated by a blue shield icon that empties. Both forms are not equal, the base Recoil is calculated based on damage, and then a value is subtracted when applying Attack Recoil. Additionally, I must mention that Attack Recoil is a placeholder until it can actually be tested, if another form of penalty works better it will replace Attack Recoil, however currently without testing this is currently a very fair theoretical method and if you continue reading I'll explain why. The details[This section is very technical, don't worry if it doesn't make sense, it's for the more technical people, go on to the next section for the fun information] First of all, it scales and self balances. The damage you input always changes your output, so it doesn't have kinks if the damage gets too high or too low, it's designed to work specifically for both, and even better, allows for unique strategies depending on each individual situation, keeping combat a unique experience instead of the same old "Block, Hit, Repeat". Base Recoil is calculated based on the damage of the weapon, and then is modified based on the attributes of both the blocking and attacking items. Importantly the Recoil converts the damage (in half hearts) into ticks of game time (20 game ticks = 1 second) so 10 damage gives a Base Recoil of 0.5 seconds (a 1.9 Sharpness V diamond sword). Additionally, a special weapon attribute can be present to multiply the Base Recoil before applying it, normally only on axes to mimic the axe disabling shields for a longer period, since that's removed with this mechanic, although with customizations and commands it can be added to increase or decrease the Base Recoil by a multiplier value (0-16, where less than 1 decreases it, and greater than 1 increases it). Defence Recoil is usually equal to the Base Recoil, although could be customized with a new attribute to decrease or increase the time, useful for making custom shields in mods or mini-games. Attack Recoil is almost always modified if you use a weapon, weapons will give the attacker a varying reduction (based on their attribute that will be set mostly per class, ie: sword, axe, trident), giving a short window to attack before the other can block again. This value is static, so while the strength and a critical hit increase the Base Recoil, it does not increase the Attack Recoil time reduced, this means you can actually use weaker weapons to almost bypass the shield, or increase your skill on timing by going for that small window with a strong Weapon. Moreover, Recoil will be applied to melee, not projectiles, keeping the shield powerful against bows and such, encouraging a player to disable their shield with a strong attack and then use the window to get a few free bow shots off. Explosions though should apply Defence Recoil when blocked, although you can't exactly give an explosion the second half (Attack Recoil), if in practice this proves not fun, it isn't a necessary function. How it Should Look in Game (Theoretical without implementation)The basic game (without modifying the vanilla attributes) should encourage the player to use the shield, and at the same time have a more varied choice of weapons. This mechanic should make combat with shields more enjoyable and unique instead of repetitive and annoying. Basic strategies that should form Mob Changes: * Skeletons and drowns should move towards the player, and if close enough, switch to melee. Final Look and Additional Selling PointsThe basic Recoil mechanic could be applied to other 'Blocking' methods with little modifications, sword blocking for example, if added back, could work just fine. Looking to make a fun PvP server? Think the timing isn't quite fast enough in that situation? Simple and customizable attributes allows for you to modify the items you play with, and give a fun and endlessly unique experience. Having more interesting shields would also encourage Mojang to also add enchantments, as well, the Recoil system could grant a few attribute-based enchantments to encourage more vanilla customization! Thanks for taking the time to read all this, hopefully, you got more out of it and enjoy the concept of Recoil. Hope you all have a great day! Don't forget to vote for the idea on the official Mojang feedback site![link] [comments] |
Tamed cats should occasionally knock the item out of an item frame Posted: 12 Sep 2019 11:46 AM PDT If you put an item frame on a block, sometimes the tamed cat should come and knock the item in it out. If you put the item one block above ground level, the cat won't be able to reach it. [link] [comments] |
Posted: 12 Sep 2019 01:42 AM PDT Basically lists all the gamerules in the game and their states, useful if you need to know if keepInventory or doFallDamage is enabled. [link] [comments] |
Short grass, to make lawns look less overgrown. Posted: 12 Sep 2019 03:24 PM PDT Plain and simple, being able to have grass that's not waist high is something that lawn in MC desperately need. Having grass blocks only is too flat, but having regular grass is just too high. So right clicking on regular grass with sheers gives "Short grass", which has a similar texture to grass but only about 1/8 of a block. Also has a chance to spawn naturally in places where you can have grass, but it doesn't rain a lot. [link] [comments] |
Posted: 12 Sep 2019 04:34 AM PDT The game should subtitle/caption the name of the current biome in natural language, just above your inventory window, whenever: A. You enter a biome of that type for the first time, for the world you're currently playing in, or B. You die and respawn into a different biome than the one you just died in, or C. You tap F1 a second time to bring back the HUD after hiding it or change F5 perspective back to first-person (or it could be some other common method really, in case you missed the biome name the first time or forgot which one you ere in) So for example when the game starts up the first time, if you're dropped into a Plains biome, it will say "Plains" but never again no matter how often you leave that biome and come back, nor however many other Plains biomes you visit, unless you die and respawn in a Plains biome or whenever you cycle the HUD or POV. The edge biomes you could leave unmentioned by default (except right after a respawn), since they are meant to be buffer zones anyway. But some players may want to see these captions anyway just for bragging rights (additional proof of finding the rarest biomes in the game) or simply for explorations's sake. So you could have a caption submenu like this: Biome Captioning [ on || off ] Caption After Cycling HUD? [ yes || no ] Caption After Cycling POV? [ yes || no ] Caption After Respawn? [ yes || no ] Captions for Edge Biomes? [ yes || no ] <-- this will apply to all above selections so that edges will never ever be captioned if this is disabled So, for example, if you've never found a Shattered Savanna in your world till today, then once you have stepped over the threshold od it and stuck to that biome long enough (20 to 30 seconds? One full minute?) Then the game will announce "Shattered Savanna" on the screen for you. Now if you barely clipped a corner of a biome, crossing all of a half dozen blocks or so, that should not be enough to qualify as having 'visited' it yet. It has to be a longer visit than that. Maybe a timer method could be implemented that resets to zero whenever a biome boundary is crossed--and then triggering the caption when the timer counts up to its limit, but only if all other required conditions for it also return true. (Not inside an edge biome, etc). [link] [comments] |
Prehistoric Animals - 4 Mob ideas Posted: 12 Sep 2019 02:39 PM PDT I had four animals in mind. Mammoth: Boss. Found in a rare Ice biome like the ice spikes one. Its hide can be used for making portable beds that have a durability meter. Mastodon or dinotherium: if a Mammoth is too mainstream a mastodon or dinotherium could take its place. This will be in a Savannah and instead of a boss, it could be rideable by two people (one driving and the other defending the back. Smilodon or Sabretooth cat: this can be found in both ice biomes and in Savannahs. When killed they drop their tooth Which can be crafted into a spear. The tooth can also be brewed into a potion of hunting(or a better name) that allow you to see other mobs through walls when you sneak. The final mob is a pterodactyl: it lives in cliff biome can be ridden when tamed (by giving it tropical fish) from time to time it will also bring you fish if close to an ocean biome. [link] [comments] |
Pillager-tamed wolves should occasionally spawn with patrols/raids/outposts Posted: 11 Sep 2019 06:14 PM PDT As title says, wolves that protect Pillagers which could spawn with them sometimes. When they spawn around the outposts, they wouldn't spawn around any specific Illager. In raids the wolves could stick around the captain, and replace the Ravager rarely, spawning 4-5 around the captain. Fewer would spawn around the captain in patrols, but still stay around him. These wolves could possibly have a different texture to help differentiate them more, maybe a black fur, to match with the darker wood of the outposts and clothing of the Illagers. [link] [comments] |
Posted: 11 Sep 2019 05:33 PM PDT Pets can be a nice addition to your household in Minecraft, but there's something about them. Minecraft should add more stuff for them and here are my suggestions.
2.Pet armor, will protect your pets from danger, can be merged with totem of undying.
[link] [comments] |
Primates with Training Behavior Posted: 11 Sep 2019 07:59 PM PDT New item - Banana
New mob - Primate Natural Generation:
Behavior:
[link] [comments] |
Add a new structure, Shadowspire, and related biome to spice up Nether Posted: 11 Sep 2019 05:41 PM PDT Mining in the Nether has gotten a bit boring. Part of that is because of the single biome that takes up the entire dimension. I propose a new biome-Shadowna (not a good name). It would have two new blocks and a special Nether exclusive mountain.
Thank you for reading and please leave any and all comments, ideas, and suggestions, especially a better name than Shadowna. [link] [comments] |
Using Pick Block on a name-tagged Mob renames the Spawn Egg Posted: 11 Sep 2019 04:02 PM PDT If you didn't know, using Pick Block in creative mode on a mob gives you the Spawn Egg of that mob. Normally, if you Pick the spawn egg of a name-tagged mob it will just give you the spawn egg, unnamed. What I'm suggesting is that if you use Pick Block on a (for example) Parrot named "Dave", the Spawn Egg you'd get in your inventory would be renamed to "Dave", allowing you to spawn a second Parrot named Dave. [link] [comments] |
You are subscribed to email updates from Minecraft's Suggestion Box. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |