Minecraft Wolf revamp. |
- Wolf revamp.
- Bamboo spears
- Underground village
- Iron Buttons and Gold Buttons - with different timings than wooden and stone buttons
- New world type: Globe
- Nether Biome Suggestion: Green Nether Wart Forest (Images Included)
- Arrows bounce off slime blocks, move slowly through honey blocks
- Inn with innkeeper
- Mountain top temples
- Pine trees
- Hoppers Picking Up Arrows
- Automatically named name tags
- Enchantment - Magic Resistance
- New enchantment: Traction
- Thief mob
- The Lunatic - A postgame mob that spawn on a full moon
- Lightcicles
- Birds, birds nests - get loot from birds
- Jungle temples are bland and unrewarding, lets change that.
- Illagers and Witches chatting with each other.
- Sand types - new use for special stones (Diorite, Andesite, Granite)
- Piglin Mines
- Animal Pastures
- Burning potions ingredients at a campfire creates said potion effect in an AoE area around the campfire
Posted: 13 Oct 2019 09:41 AM PDT Wolves are the oldest tameable mob in the game, and are extremely outdated. Cats have gotten a revamp, but wolves have been left behind. Let's change that. First, I would like to propose the whistle. ⬜️⚱️⬜️ ⚱️🔔⚱️ ⬜️⚱️⚱️ ⚱️=gold. 🔔= Noteblock. The whistle would call all dogs that you own, in a 20 block radius. While sneaking, however, the whistle serves a much different purpose. When sneaking with the whistle you can point your crosshairs at a mob (besides creepers and tamed mobs) and select it. It will then be outlined. Any wolves that are following you will attack that mob. If you want to cancel the attack all you need to do is unselect it. With this, you can finally make dogs more useful while hunting, exploring, or saving a village from a zombie siege. Finally, mobs killed by dogs would drop slightly more loot. Similar to looting 1. This would actually make hunting with dogs more useful. OR as u/jevindmik2 suggested, you could enchant the whistle with certain enchantments that would apply to the dogs. They could also carry back their kill to you. That's all for now. Thanks for reading. PS: To those who have had good ideas, I'll make sure to put them in the feedback post when I do it. Edit: Having problems with the MC feedback site. The post will probably be pretty late. [link] [comments] |
Posted: 12 Oct 2019 08:16 PM PDT Bamboo spears would work like low tier tridents -Made with one flint and two bamboo -Have only 30 uses (since flint and bamboo are easy to find this won't be a problem) -Melee damage: 3 hp (hearts) but recharges really fast (fast like a hoe) -Range damage: 4 hp -Can be put in dispensers -Can't be enchanted but can be mixed with potions like arrows I think it's pretty op if you use this in early game (or in mid game with potions) (inspired by u/Tin_Of_Juice's post) [link] [comments] |
Posted: 13 Oct 2019 11:17 AM PDT Villages can spawn deep underground in a big cave generated for the purpose. These villages have a very high chance to spawn with jobs involving metal work. These villages will also have non abandoned mine shafts with loot chest. Here is an example of what the architecture could look like: https://i.imgur.com/3VkWoec.png (Villagers will breed underground in 1.14.4 if they have food and beds) [link] [comments] |
Iron Buttons and Gold Buttons - with different timings than wooden and stone buttons Posted: 13 Oct 2019 08:32 AM PDT Right now a wooden button will stay activated for 15 redstone ticks or 1.5 seconds, and can also be activated by arrows. If activated by an arrow the button stays powered until the arrow despawns or is picked up. And stone buttons stay activated for 10 ticks or 1 second. Much like pressure plates, I think Iron and Gold buttons should be added to Minecraft. Unlike pressure plates I would like the iron and gold variants to actually be useful. Iron buttons should have a 1 tick pulse. This would be useless in keeping doors open but one tick pulses are useful in many redstone circuits. Gold buttons should have a 35 redstone tick pulse. This is far greater than any redstone tick of any button before it. Mainly so that one can more easily get through iron doors which can only be opened with a redstone current. 3.5 seconds would be plenty of time to get through an iron door without actually being directly up against the door and risking possibly not making it through the door in the first place. [link] [comments] |
Posted: 12 Oct 2019 06:56 PM PDT Globe would be a world generation option when making a new world. Worlds would have limited size. However, the world would still be vast, and contain at least one of every biome and structure if not more, to ensure players have enough resources. when a player nears the "edge" of the world, instead of the world no longer generating, it would continue generating but from the opposite side of the world. This would apply to the overworld and nether, but not the end. Example: if the player walked to the upper right hand corner of the world, they would walk into the lower left hand corner and vice-versa. This would make the worlds much more interesting, as you could feasibly map out your entire world without a sudden edge making the world feel inauthentic. Over all, i think this would make worlds feel more alive and real. Going on an adventure and discovering new places would feel like an accomplishment, and having to manage your resources a bit more carefully would be fun. additionally, you should be able to toggle the size and structures etc when making the world to fit your needs/wants. [link] [comments] |
Nether Biome Suggestion: Green Nether Wart Forest (Images Included) Posted: 13 Oct 2019 12:08 PM PDT This biome, like the blue Nether Wart Forest announced for 1.16, is a rare variant of the nether wart forest. Tall green mushrooms extend not only up from the ground but also down from the ceiling. This results in a biome that is rather disorienting in appearance, as the player walks with an upside-down world above them. Green Nether Mushrooms, large and small, generate plentifully here, as do a few blue and red nether mushrooms in the mix. Green Nether Grass and Red Nether Grass also appear here. Along with the Piglin Beasts which spawn here, another skeleton variant, called the Corrupted, spawns here. There is a special ore that gives off light, called Radinite Ore, that appears dotted on the walls and floor. Green lava, called Radinite lava, fills shallow ravines that cut through the landscape. Although a hostile environment, the player may choose to stay here, as its colors remind them of the overworld they abandoned long ago. Green Nether Mushrooms are the main resource in this biome. They have short variants, tall variants, and ceiling variants. Green mushrooms can be crafted into Gravishroom Stew, which gives the player 10 seconds of slow falling and 60 seconds of a new status effect called Antigravity. Antigravity, quite simply, flips the player over and makes them fall up instead of down, an effect which is not necessarily strong but rather fun to experiment with. The Corrupted is a variant of the skeleton. It shoots arrows that afflict Poison 1 for 30 seconds. It has two variants, one which spawns on the ground like every other mob, and another which spawns on the ceiling and falls up, shooting at players who walk below it. Radinite is a curious green stone that generates exclusively in this biome. Any mob that steps on Radinite Ore will be lit on fire. 9 Radinite can be crafted into Radinite Blocks, which ignite all entities within a 3 block radius so long as they have no opaque block protecting them. 2 Radinite Blocks placed next to each other will immediately turn into Radinite Lava, which is a green type of lava that has the same effect as Radinite Blocks of igniting nearby entities on fire. Using 4 Radinite Blocks, 4 Nether Bricks, and 1 Ghast Tear, the player can craft a Radinite Core. The Radinite Core is a block that emanates a status effect like a Beacon or Conduit. All fall damage is negated within a 70 block radius of the block. All players within a 50 block radius will be given a status effect called Gravity Indifference. Players with this effect can double-tap the space bar to reverse their gravity. ... Feedback Link: Not yet available. Also, I went ahead and made a youtube video visualizing a few of these features: Link [link] [comments] |
Arrows bounce off slime blocks, move slowly through honey blocks Posted: 12 Oct 2019 09:36 PM PDT How cool would it be having a gelatin effect when you shoot a honey block with an arrow, slowly passing through it. Slime blocks already bounce stuff with pistons, why not yeet the arrows back from wherever they're shot from? [link] [comments] |
Posted: 13 Oct 2019 12:06 PM PDT An inn is a stand alone building which will spawn on plains and savannas. The building will have a horse pen, beds, hay, crafting table and a furnace. The innkeeper is just a butcher villager. 90% of the time a basement will generate underneath with barrels with food, but 10% of the times a crypt with pillagers and witches will generate, and juicy loot. Example: https://i.imgur.com/4Q40efu.png [link] [comments] |
Posted: 13 Oct 2019 09:39 AM PDT I'd like to see mountain top temples in minecraft, with unbreedable villagers (monks) inhabiting them. The monks would farm and sell unique items only accessible by them. Maybe a new enchantments or crop. [link] [comments] |
Posted: 13 Oct 2019 07:39 AM PDT Pine trees would grow in all variants of snowy biomes. Their wood color would be a grayish-brown, which would introduce pine planks, pine slabs, pine stairs, e.t.c. These trees would have pine leaves which would be a dark green. Instead of the leaves growing in straight lines like most other trees these leaves would be grown in little bunches and would have wood showing in between them. Occasionally on the trees themselves or below them you can find pine cones which can be placed and used as a decorative item and also can be put in pots. Pine cones will also drop from breaking pine leaves. Pine cones could also be compostable. [link] [comments] |
Posted: 13 Oct 2019 03:34 AM PDT I've had this idea a while ago. You could shoot a hopper top with an arrow and the arrow would be transferred into the hopper. Just a small tweak. This wouldn't apply for Skeleton's arrows of course. [link] [comments] |
Posted: 13 Oct 2019 11:26 AM PDT I feel like whenever you find a name tag through fishing, a dungeon chest, etc. it will automatically have a name on it. This might be cool for people who are bad or thinking of names and just to give it a little more variety. Also this won't affect how much experience it takes to change the a name tag because it will always take one level. [link] [comments] |
Enchantment - Magic Resistance Posted: 13 Oct 2019 10:58 AM PDT I had this is a post earlier, but that post was removed, so I'm going to make posts about the best enchantments I had from that list, and go into more detail with them. Magic Resistance (I - IV) - Armor Enchantment - Decreases (non self-inflicted) debuff duration. At level 1, debuff duration is decreased by 12.5%, with +2.5% per level beyond level 1. If all of your armor is enchanted with Magic Resistance Level I, debuff duration would be at 50%. If all of your armor is enchanted with Magic Resistance Level IV, debuff duration would be at 20%. [link] [comments] |
Posted: 13 Oct 2019 03:31 PM PDT It makes you 5% faster on land and you don't slip on ice. This also makes you immune to the "snowier" snow. The negative is you are 2x slower on slime blocks, honey blocks, and soul sand. [link] [comments] |
Posted: 13 Oct 2019 12:15 PM PDT Theifs are different to normal villagers and illagers, they wear all black (e.g. black balaclava, black robe), they also carry around sacks to store emeralds,they stalk in and around villages and will rob them of their emeralds, like the evoker when approached they will quickly run and sometimes will have a splash potion of invisibility (not regular ones, only one that lasts 4 seconds) they will use to try and make a quick escape, if killed and the stolen emeralds are brought back to the village, you will get the hero of the village effect for about 2 mins, but if you kill the thief and don't take back the emeralds you will get an effect called village greed and what will happen if you go into a village is villager trade prices will skyrocket and some villagers will just flat out refuse to trade with you and if you try to trade too much or agitate a trade refuser, iron golems will get suspicious of you and attack you (village greed can be nullified with milk), thoughts? [link] [comments] |
The Lunatic - A postgame mob that spawn on a full moon Posted: 13 Oct 2019 10:37 AM PDT Lunatics are mobs that have a similar model to phantoms, but completely grey and white. They only spawn on nights with a full moon. They spawn in groups of 5-8 at extremely high altitudes (between build limit and 15ish blocks below build limit), so they likely won't see you on the ground. They will also not spawn within 30 blocks of any block, meaning you can't just create a platform to fight them on. Rather than diving at you like phantoms, they shoot out fast moving rod-shaped gravity defying projectiles that deal lots of damage and knockback, so if you try to pillar up to them, you'll likely be knocked down. They are also immune to projectiles. The idea is that you fight them with an Elytra. When killed, they drop Moon Drops, which can be crafted into Moon Blocks. When a hostile mob spawns on a Moon Block, it has a much higher chance of spawning with armor, being a jockey, or other things that make them more difficult. Moon Drops could also be used for brewing a Potion of Flying, which allows the player to fly as if they have an Elytra, even without an Elytra, so that they can wear armor while still having the ability to fly. [link] [comments] |
Posted: 13 Oct 2019 06:16 AM PDT I have an idea for a new lightsource block, the Lightcicle. It is crafted with 1 Blaze Rod and 1 Blue Ice, and looks like the end rod, but has a more bluish white color and particle effect and a blue base, and it does not melt ice. A Snow Golem who stands next to a Lightcicle in a warm biome won't take damage, if they're built in such a biome and a Lightcicle is nearby, they'll look for one. If a Snow Golem stands next to a Lightcicle in a Snowy or cold biome, it will shoot ice instead of Snowballs and these are actually doing damage. Water Source blocks won't evaporate in the Nether if placed next to a Lightcicle, but the water won't flow if it isn't directed by an other Lightcicle. If a Lightcicle is water logged, the water will flow in the Nether 2 blocks. Btw, I couldn't think of a better name than Lightcicle, so aside from improvement ideas which are also welcome, if someone has a better name for it, please let me know that too. [link] [comments] |
Birds, birds nests - get loot from birds Posted: 13 Oct 2019 01:45 PM PDT BIRDS Birds will spawn anywhere there's a considerable amount of grass, some water, and at least one tree. Birds will mostly just fly around but they can also make birds nests which the player can eventually utilise to get rewards Birds are like tropical fish in that they can literally be any colour. There should probably be a limit to how many birds nest a world can have at once to reduce lag. If this were so; a gamerule should be introduced to costumise this or disable it all together BIRDS NESTS Birds nests will start off empty with a single bird inside (the parent). Eventually up to three eggs can appear within it. These eggs will gradually begin to crack and eventually hatch. When they finally hatch, mobs such as spiders will seek them out whilst before mobs would only attack them if they were in their line of sight. If a vacant birds nest is available, nearby birds will seek to inhabit it. Eventually the baby birds will move out and the nest has been a success. Or the nest is destroyed by mobs. If it's been a success you'll get some cool treasure from it REWARDS This idea has been taken from the magpie. Magpies take shiny things and put them in their nest in real life. While the bird mob doesn't do this, you can get treasure from a nest once the baby birds have hatched and moved out. In other words, if the nest has been successful and not destroyed, you'll get a neat reward. These rewards can be anything from sticks, flint, and string to emeralds, gold, and enchanted books. You can get potions, you can even, incredibly rarely, get a diamond. For each bird that lived you get a reward. You can also craft a birds nest which surrounding birds will seek to inhabit when placed. This means you can farm these things BIRD FARMING A birds nest is crafted with three sticks and 2 hay blocks. When placed, birds will want to lay eggs in it. But birds nests will only be inhabited if there's plenty of grass, water and at least one tree around. The light level also has to be very low, low enough for mobs to spawn. So if you want to farm you'd better be careful. You don't have to place the nest on leaves either, you can place it on anything living. Anything overworld-y at least. Birds nests have to at least be 8 blocks away from each other. Farming them for loot won't be easy but it'll be worth it [link] [comments] |
Jungle temples are bland and unrewarding, lets change that. Posted: 13 Oct 2019 01:25 PM PDT I didn't go to one of the rarest biomes in the game to get 2 gold and leather horse armor, but that's what I get every. fucking. time. I decided that jungle temples should (but probably won't) get an update
2) better traps. Honestly, once you've gotten killed in one you know how to avoid it, but I think there should be more and harder traps. One of them would be in the puzzle across from the arrow room, when you turn one of the wrong switches, lava would start pouring into the room. Another one wouldn't necessarily a new one, just an addition to the arrow trap, but instead of regular arrows there would either be slowness, weakness or poison arrows. The last one would be a room full of pressure plates, some would drop you into a room full of water and others would do nothing, at the end there would be a loot chest. Redesign: with desert temples, you can tell they are supposed to be a pyramid but jungle temples don't look like anything, it honestly looks like whoever made it drank to many cigarettes. So maybe they could be a 4 (not including basement) layer building, at the top would be a spawner for a special mob that I'll talk about later. Each floor (other than the top floor which is guaranteed to have a chest) has an equal chance to spawn with a chest 4) new mob. The new mob would be a jungle version of the skeleton, which only spawns in jungle temples [link] [comments] |
Illagers and Witches chatting with each other. Posted: 13 Oct 2019 06:32 AM PDT If far enough away or in creative mode, you can see Illagers and Witches chatting. They just look and nod and make noises at each other. Sometimes greeting each other, sometimes making angered noises at each other, as if they were arguing. I think it would make sense because I feel like Illagers and Witches are just society rejects that are attacking Villagers and Players because they're mad at them for banishing them from the Village. What do you guys think of that AI behaviour? [link] [comments] |
Sand types - new use for special stones (Diorite, Andesite, Granite) Posted: 12 Oct 2019 11:44 PM PDT Mixing Granite with Sand in a Crafting Table would yield Red Sand. Mixing Diorite with Sand in a Crafting Table would yield White Sand. Mixing Andesite with Sand in a Crafting Table would yield Rocky Sand. The new sand types would have their own Sandstone as well. [link] [comments] |
Posted: 13 Oct 2019 04:16 PM PDT While travelling in the Badlands you should have a small chance of finding a Piglin Mine, this structure will consist of a normal mine, but with the new red netherwart forests wood instead of normal wood, a nether portal, and a chest containing some golden items. Obviously, the mine will have some piglins in it. [link] [comments] |
Posted: 13 Oct 2019 06:28 AM PDT Animal Pastures will spawn randomly and they will have a tiny house, a small farm and a place for animals to live. The animals will be: Cows %50 of the time Chickens %20 of the time Sheep %20 of the time Pigs %8 of the time Horses/Donkeys/Mules %2 of the time. The farm will depend on what type of animal it is for example pigs will have potatoes or carrots and Cows will have wheat. Finally %50 of the time there will be a chest inside the building. And %50 percent of the time there will be a single farmer villager. [link] [comments] |
Posted: 13 Oct 2019 08:32 AM PDT Simply right click the potion ingredient if your choosing on the campfire and it produces that ingredients effect
I see this being most useful in early to mid game levels of play. These campfires could be set up around the centre of villages to heal injured mobs Any ideas or criticism is welcome. [link] [comments] |
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