Minecraft /aggro command |
- /aggro command
- Infected Endermen infested with Endermites
- Jumping Mobs
- bone
- How to incorporate Curses in the game better
- Zombie hordes
- Grindstones removing custom item names
- Add a gamerule to manage villager restock
- Prismarine crossbow and prismarine bolts (they're basically lasers only for prismarine crossbow)
- Truly Hardcore Part 2: Upgrades!
- The Altar: new method for Wither creation (and also Skeletal minions)
- The bully should have a small chance of dropping his sword after death
- woodland mansions
- Phantoms should obey the mobcap & mooshroom island spawning rules
- Dye'ing glass pane without crafting
- Seed picker revamp
- Please Fix - Transporting animals
- Shearing lambs
- Blowdarts
- Red Sand from red dye and vice versa (yellow dye)
Posted: 25 Oct 2019 12:39 PM PDT As explained by the title, a command to control mob aggression. The command would be parsed as such: /aggro <selector> <selector> <true:false:swap> <true:false> With the first <selector> being the mob to change the aggression of, the second <selector> being the mob to change the aggression towards, the <true:false:swap> being what to set the aggression to, and the <true:false> being whether to permanently hold the aggression constant afterwards. [link] [comments] |
Infected Endermen infested with Endermites Posted: 24 Oct 2019 04:45 PM PDT Since Endermites are considered parasites, an Enderman in the End has a 5% chance to spawn as a new type of Enderman, the Endead, an undead Enderman that is infested. This Enderman is still neutral, but has blurry vision due to its illness so you can look at it. But it is rather weak, dealing only 3 HP per hit, and rather slow movement speed and cannot teleport, and only has 20 HP. But if you take it down, 8-12 Endermites spawn in its place and began to swarm you. This mob is an interesting concept on the Endermites original nature, and a great way for them to spawn in the End. The Infested Enderman appears rather bloated and hunched, and you can see a couple Endermites peeing their heads out, mostly around areas colored purple, like the Enderman host's head and chest. Normal Endermen try to avoid it, since the infestation can spread from one Enderman to another. (UPDATE: This is my best post overall! Thank you all for your generocity!, If anyone wants to post this in the Minecraft Feedback for Mojang to have a look, be my guest!) [link] [comments] |
Posted: 25 Oct 2019 08:36 AM PDT Mobs that jump to attack should have two separate attacks, biting and lunging. Biting attacks are self explanatory, it just deals damage, knockback, and in the case of cave spiders, one dose of venom. Lunge attacks happen when the mob jumps and strikes, and they're not the same for every mob. Magma Cubes are excluded from this list due to their texture. Spiders- latch onto the target's torso and bite twice before hopping off. Can be evaded by crouching before the attack. Cave Spiders- latch onto the target's legs, torso, or head and bite (not poison). Afterwards, they'll poison the target every time its health is over half. Multiple spiders can latch onto the target, slowing it down by 6% per spider. Can be deterred by crouching before the attack or running into a solid wall, which deals suffocation damage to the spider and knocks it off. Spider Jockey- while the spider holds onto the target, the skeleton will deal melee damage. If the skeleton has nothing else in hand besides its bow, it will attack with an arrow. Arrows may have potion effects. Wolf- latch onto the target's feet or legs and bite, slowing it down by 90% and biting every half second afterwards at half the damage. Can be deterred by turning around (if the wolf is behind) or by attacking (it the wolf is in sight), which knocks the wolf off. Fox- latch onto the target and bites. The fox will continue to hang onto the target, slowing it down by 30%. Cannot grapple with something in their mouth. Ocelots & Cats- pin the target down and bites, dealing six damage to prey and 19 damage in smite. Can only be deterred by dodging. (Side suggestion, cats attack phantoms) Small slimes- (only jump) stick onto the target and slow it down by 1% Large Slimes- (only jump) 20% chance to absorb the target, dealing drowning damage after ten seconds Extra: Horses, Mules, Donkeys, Llamas, Ravagers- kick attackers off with their hind legs, dealing 7 damage. Ravagers deal 14 damage. Iron Golems- are immune to lunge attacks from wolves and foxes. Snow Golems- Attackers always go for the head. Endermen- are immune to lunge attacks as long as they teleport. If burdened, they'll take the animal with them. Enderdragons, Shulkers, Medium Slimes- are immune to lunge attacks and inflict knockback Magma Cubes medium and above- are completely immune to lunge attacks and in return inflict damage Blazes- are completely immune to lunge attacks and throw the mob away and inflict fire damage if hot. Endermites, Silverfish, small slimes- crushed by lunge attacks Large Slimes- are completely immune to lunge attacks and inflicts double knockback, also have a 10% chance to absorb the mob, and inflict drowning damage after ten seconds Thorns- deters any lunge attack against the area it protects Any lunge attacks can be avoided by dodging or attacking before the hit. [link] [comments] |
Posted: 25 Oct 2019 12:41 PM PDT maybe like,, uh i noticed that finding bones to make bonemeal is p hard in peaceful mode. either you steal a composter and need a lot of seeds and stuff or you have to find a fossil somehow which is?? kinda hard u know? but bones shouldn't be Too easy to get like dirt. but about the dirt. so dogs sometimes like to bury bones right?? what if in biomes where wolves spawn the dirt/grass blocks have a (some percentage i dunno but pretty low,) to drop a bone or two as well around the top 2 or 3 layers of dirt? but only in peaceful because other difficulties have skeletons,,, yes there's composters but how are u gonna take that dog huh?? find a random fossil suddenly right when u need some bones?? that's kinda hard to do susan. [link] [comments] |
How to incorporate Curses in the game better Posted: 25 Oct 2019 03:18 PM PDT Curses are more of a gimmick at this point. You can remove them really easily and there is no good reason to use them. I think I will take advantage of the Nether Update to do this. New CursesThe new curses are a sidesweep from the other things I'm putting here. Curse Of: Corrosion - Your Armor protects less and will take more damage, which will make it break faster. About 4x more damage, and protects 2 armor bars less. Only applies to Armor. Most dangerous to apply to Haunted Armor, as it will have much less health. Fear - Passive mobs will instantly be startled near you and neutral mobs will become aggravated within 20 blocks. When on armor, it is passive to you. When on items, it will only happen when the item is in hand. Okay to apply to Haunted Armor, assuming you're not using Animal Farms. Discomfort - Every time you equip this item/armor, you will take 1 heart of damage. Very good to apply to Haunted Armor, except that you can't heal them as you can only heal them 1 heart at a time. Insomniac - You will be harassed by phantoms during the day if you already had Insomnia, and the phantoms won't burn. You gain blindness near all mobs. Very, very bad to apply to haunted armor. They will be attacked and have no way to be protected from it unless it is in the nether or has an open crossbow. Apocalypse - If you die while wearing armor carrying Curse of Apocalypse, you will explode, dealing 7 damage and destroying 7 block radius. You will destroy your items if you die. You cannot be healed or block attacks while wearing this. This seems really good in PvP, as even your enemies can't heal you... but if you're attacking in groups and they have range, it's bad. Being shot by a crossbow farther away will mess up your team if you die and ruin the raid. Bad for armor unless the armor is not in a base. Illness - Potion Effects thrown on you will act as if they were Fermented Spider Eye'd. Good as long as you aren't attempting to give your haunted armor Strength or any buff. Wandering - Clocks and Compasses will not have their texture show to you. Every time you walk 20 blocks, you will be given blindness for 3s. This will literally remove the Armor's pathfinding capabilities and will only hit things already in the path. New Mobs Haunted Armor Haunted Armor is formed in the Nether Biome, and alternatively may be named Cursed Golem. Haunted Armor spawns naturally in Nether Fortresses and/or Soulsand Valleys. You can also create these. Haunted Armor will be wearing real armor and real weapons, just like if zombies picked things up. They will act as a decoration and are immune to projectiles until the player enters 10 blocks of it, where it starts charging. This makes it a good guard for Nether Fortresses and your own. This can be disabled into only decoration with "/gamerule HauntedArmorDecoration True". This turns them into only decoration. These will only have Gold, iron, or (rarely) diamond armor, and use Gold or Iron swords. Occasionally, they will have shields. To craft these, put 4 cursed armor pieces and (for damage) any weapons of choosing. These must all be cursed. and the armor suffers every curse you put on it. Choose wisely, as these are the weaknesses of your Haunted Armor. If you own one, it is a good idea to use these for forts, except that they are extremely harmful with those curses that will be bad against you as well. They have -20 Hearts -+3 damage to all weapons they use. -5 block/s movespeed while charging, otherwise, 2 block/s You can repair these golems with only Iron Ingots, which heal 1 heart per ingot. Also, having curse of discomfort will deal damage each time they are healed as they can't take the armor off. Evoker ReworkEvokers may now directly apply curses to items in your inventory to make a) Mansions scarier b) Removing curses more necessary. Phantom ReworkAlthough Phantoms are already nuisances, I think they deserve a secondary rework. Phantoms can't pass through walls under y=50, and will generally attack higher-up targets. This is to lower annoyance from mining or anything, but if you haven't slept for 5 days, they will lose these restrictions. Phantoms now apply a random curse to a random item in your inventory as to base them off of Arai, or greek curses. [link] [comments] |
Posted: 25 Oct 2019 02:49 PM PDT Depending on difficulty, a new zombie would spawn called the horde zombie. On easy, it would not spawn. On normal, it would be a 1/128 chance a zombie would be a horde zombie. On hard, it would be 1/64 chance. It would look like a normal zombie, but would have odd behavior compared to a normal zombie. Instead of approaching the player, villagers, or golems it would seek out other zombies. Once it has walked within 2 blocks of another zombie, that zombie would start following the horde zombie. It would start attacking players, villagers, and golems once it has gained 9 or more zombie followers. Instead of just walking towards their target, they would keep 5 blocks away until they have formed a circular perimeter, and then converge in on their victim. If a horde zombie tries to approach another horde zombie, they would form a mega horde, seeking out 18 other zombie allies before seeking out victims. Zombie hordes will never be larger than 20 zombies, so adding more horde zombies at this point will do nothing. Only original zombies can be part of a horde. Villager zombies, husks, drowned, and baby zombies CAN NOT be part of a zombie horde.However, the original horde zombie can be a baby, at the rates of: 1/1280 on normal 1/640 on hard If the original horde zombie is a baby, it can recruit other babies into the horde. Let me know what you think, especially if you think the horde zombie would spawn too frequently or not frequently enough. [link] [comments] |
Grindstones removing custom item names Posted: 25 Oct 2019 12:55 AM PDT Currently there is no way to remove custom names from items, being able to reset the names of items would be a useful feature. Correction: Item names can be removed by renaming them to the space character in an anvil, however this is unintuitive, and I feel the grindstone "grinding" the name off an item makes more sense. [link] [comments] |
Add a gamerule to manage villager restock Posted: 25 Oct 2019 03:07 PM PDT Add a gamerule to change the max number of times a villager will restock per day Something along the lines of /gamerule maxvillagerrestocks # [link] [comments] |
Prismarine crossbow and prismarine bolts (they're basically lasers only for prismarine crossbow) Posted: 25 Oct 2019 01:28 PM PDT Crafting recipe for the prismarine crossbow is a crossbow in the very center, surrounded by 7 prismarine shards in an upside down legging armor pattern, and a heart of the sea at the top middle. It has triple the durability of a crossbow. The prismarine bolt recipe (crafts 8 bolts) is: Heart of the sea Glass Prismarine crystal The prismarine crossbow and the bolts are only for use with one another, arrows don't work for the prismarine crossbow. It takes 5 seconds to load it, but you can reduce it slightly with quick charge. When firing, it makes a red laser resembling a guaedian's attack, a laser that lasts for 3 seconds and does two and a half hearts of damage per second and ignores armor. It also inflicts poison that can't kill for 10 seconds. It stays 10 seconds no matter how long you're exposed, but will be refreshed if exposed again, much like poison tipped arrows. The laser has a maximum range of 128 blocks, and ignores armor. It's a laser, so it can't be tipped with poisons, what poison effect it does have is inherent. It's overall far more powerful than a bow or crossbow, but only if you can keep the laser on a target the full time. It does not knock targets back like an arrow would, lasers should be weightless and don't have much kinetic impact. Pros: perfect accuracy, great range, no firing arc, good damage, ignores armor, durable Cons: long reload time, expensive ammo, even more expensive if you make multiple crossbows to pre load, requires a good line of sight and accuracy, reveals your position because it leads directly to you. Most worlds have enough cover that this is only good for medium to long range in order to surprise someone and be at a safe distance away. If you're far away, you'll have trouble taking the stuff mobs and players drop. Multishot does not work on it. [link] [comments] |
Truly Hardcore Part 2: Upgrades! Posted: 25 Oct 2019 04:37 AM PDT So,back to making hardcore harder. Let's upgrade some mobs. All mob stats are boosted from hard difficulty by 1.3. Zombies have a chance to inflict poison when hitting players Skeletons will sometimes dodge-roll,which nullifies your attack while looking very cool doing it. Raids have 12 waves,with the 10th wave introducing the illusioner. The 12th round is an absolute nightmare with 4 pillagers,2 vindicators, 2 evokers,3 ravagers, 2 witches and 2 illusioners. Blaze rods that blazes have block projectiles that are not snowballs. Endwings(from part 1) will spawn in the end. The dragon is 10 percent harder for every portal there is.Good luck at the 20 portal dragon. When you beat the dragon for the 21st time,It shows Minecraft:HARDCORE instead of MINECRAFT on the end credits.Also "wake up" is changed to "Wake up.The world is still wider." Mob inflicted potion effects are increased by 1. Feel free to add more suggestions below! [link] [comments] |
The Altar: new method for Wither creation (and also Skeletal minions) Posted: 24 Oct 2019 11:12 PM PDT A set of necromancy-oriented suggestions/proposals including a new method of summoning the Wither with possible applications for creating other summonable mobs that I practically came up with in my sleep PREREQUISITES
Now get a lot of skulls, bones and soul sand. What you gotta do now is:
... Yes, I tried to make the procedure as expensive as I could in a way that felt reasonable for an admittedly kinda OP sounding suggestion (though with an XP farm and a skeleton-focused mob farm, amassing a dangerous Skeletal army might become trivial, albeit at the expense of good relationships with any Villagers in your world), and there should be other costs or modifications I have in mind for the proposals as well:
[link] [comments] |
The bully should have a small chance of dropping his sword after death Posted: 25 Oct 2019 03:33 AM PDT Recently I noticed that the vex does not drop his sword after death and it is a little pointless. If he had at least 2% to drop his sword, fighting him would be much more sensible. [link] [comments] |
Posted: 25 Oct 2019 12:09 PM PDT reduce the size of them and let them generate in more biomes they are stupidly rare for what they actually are im very sorry if this is breaking a rule but i cant find one it does break [link] [comments] |
Phantoms should obey the mobcap & mooshroom island spawning rules Posted: 24 Oct 2019 07:38 PM PDT It never made sense to me how they can ignore the mob cap and still count towards it.. it also defeats the purpose of a mooshroom island being mobproof [link] [comments] |
Dye'ing glass pane without crafting Posted: 25 Oct 2019 01:13 AM PDT So the point is we always can from a mistake Craft pane glass, but we wanted it dyed, you can't dye pane glass in crafting, so instead of it it should be dyeable by having dye in hand and right click on the glass, it is balanced because you waste a lot of dye and it doesn't waste dye as much as crafting, you always got overdose of dyed pane glass and nothing to do with it. Why dyable? Because that glass is too thin and stainig it would be easier, because you can place pane glass and colour it to get your stained glass. [link] [comments] |
Posted: 24 Oct 2019 10:00 PM PDT Even though I recently switched to java, I still think this should happen. The seed picker came out a long time ago. However, it's a bit lackluster. It has twenty-odd seeds that are ok at best. However, the idea is great. With the addition of the character creator, I think we should have a revamped seed picker. I think players should be able to submit seeds and pick others. It would give meaning to that search bar at the top. You could like seeds to get some to the top. Overall, I just think it would make getting a seed so much better, because nobody likes going to sketchy websites. P.S. This is my first post on this subreddit [link] [comments] |
Please Fix - Transporting animals Posted: 25 Oct 2019 07:17 AM PDT I wish that it was easier to transport things back home. My wolves despawned the other day because they couldn't keep up and they didn't transfer to me plus they don't go into the boats or anything so its so easy to lose your passive mobs that you are transporting. I'd love to see an update in transporting animals and other passive mobs around without killing them or losing them [link] [comments] |
Posted: 24 Oct 2019 04:47 PM PDT You should be able to shear lambs, as they do have wool. Shearing lambs wouldn't give you as much wool as an adult of course, it would give you 1-2 string and rarely 1 wool. [link] [comments] |
Posted: 24 Oct 2019 07:06 PM PDT A common find in jungle temples It would also be craftable but the jungle temples have better ones it's crafted what's 3 bamboo and 2 iron nuggets It uses darts (a weaker arrow) it's crafted with flint and a feather Black arrows they can have poison and stuff Edit: in case it didn't make sensethe crafting recipe it's basically three bamboo and a diagonal line and can I not get on top and underneath one of the sides (not the middle) [link] [comments] |
Red Sand from red dye and vice versa (yellow dye) Posted: 24 Oct 2019 07:06 PM PDT I mean, red sand is so rare, unless you are near a mesa biome, why not make it so you can craft Red Sand simply by putting Sand in a crafting grid and also 1 red dye, and you got red sand! Using yellow dye should convert the sand back to standard sand. [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 |