Minecraft Ancient Slime - Slime boss for swamp biome update. |
- Ancient Slime - Slime boss for swamp biome update.
- Storm spirits (hostile) should spawn during thunderstorms
- Ocean Tweaks
- Arrows stick into mobs
- Add the Shulker flair
- Double Beds
- a fun little idea, random loot names.
- Witches should be able to curse player items through special attacks.
- Zombies should attack illagers
- Extremely rare End Leviathan
- Villages should always generate on flat ground
- More quests like action/adventure game elements
- The Cold Ones, an ironic mob, but a deadly one!
- Pangolins in Minecraft
- Longbow enchant
- New Bed Type
- Greek fire
- Gauntlets
- Compost Rework and the Enriched Farmland Block
Ancient Slime - Slime boss for swamp biome update. Posted: 24 Nov 2019 05:05 AM PST Ancient Slime - Neutral Boss enemy that will spawn in new arena structure in swamp (small podzol zone with dark trees around / 50 x 50 blocks ~) Boss will spawn at night at full moon. Its giant slime 8x8 blocks with different stuffs inside it (mobs and items) It will have 100~ hp and split in 2-4 lesser mobs like normal slimes, but each time slime splits it additionally free mobs inside it so you will also fight with random hostile mobs that trapped inside. Each splitting will also drop random treasure items. Killing boss will reward you with 1 very rare item (totem or good enchanted weapon/tool) If you died while fighting boss, it can steal your items and only way to return it is kill part that took them. Boss parts that steal items will not despawn until night end. [link] [comments] |
Storm spirits (hostile) should spawn during thunderstorms Posted: 24 Nov 2019 02:03 PM PST Thunderstorms don't really change the game much right now. They can spawn skeletal horsemen, and can cause lightning damage, but other than that, they are kinda boring. I feek like storm spirits would really make storms come to life in Minecraft. These would be humanoid mobs with no legs that can fly like a ghost, and would fire electricity charges at the player. They would have 10 hearts of health like zombies and skeletons. [link] [comments] |
Posted: 24 Nov 2019 11:23 AM PST So, the ocean update came around, and was pretty great! However, some of the features seem like they were slightly rushed in, and could use some more refining. Underwater Ravines Exploring these ravines feels really cool, but there simply isn't enough reward for doing so. Here are some suggestions to make them more interesting:
The Trident The trident is a really cool item, but it feels like it was added in a bit of a hurry. It doesn't fit with the drowned aesthetic, and since it often drops severely damaged and can't be repaired, getting one is pretty useless until you get a mending book. Here's how we could change that:
[link] [comments] |
Posted: 23 Nov 2019 10:34 PM PST I know minecraft is a "kids game" but since arrows stick into players and blocks, it makes sense that they would stick into mobs. Like all other arrows, they would despawn after a little bit. [link] [comments] |
Posted: 24 Nov 2019 12:53 PM PST Members of this subreddit can use mob faces as their flair, but the Shulker is missing. Why not add it? [link] [comments] |
Posted: 24 Nov 2019 12:45 PM PST We have double chests, why not double beds? Honestly, I don't know many players that use single beds in their final house. Perhaps when two beds are put next to each other, their texture changes so they are one unified double bed I would imagine that you could still fit two players onto this double bed, but if there is just one player sleeping in it, they would lay down in the middle of the two beds [link] [comments] |
a fun little idea, random loot names. Posted: 24 Nov 2019 03:40 PM PST so this idea is pretty simple, the equipment you get from chests, like tools weapons and armor, will sometimes be named, most likely this will be a randomized name from a list of names, like a sword named shieldbreaker, or a chestplate named blasttaker, this wouldn't mean anything, it would just be a little detail, what do you think? [link] [comments] |
Witches should be able to curse player items through special attacks. Posted: 24 Nov 2019 02:45 PM PST Imagine you encountered witch in cave. She pretty far from your location but already turn hostile on you. Theres other hostile mobs between you and witch. You fight with zombie but noticed that witch use her curse attack. Her eyes glow red and particles start appear around her. If you dont deal damage or hide from her sight in next 3 seconds particles will appear around you in 5~ zone and curse 1 random item in your inventory each second with random curse. This area will also damage you by 1 health ignoring armor. Cloud will disappear when you escape its range. On positive side, if you interrupt witch during this attack by damaging her, she will be stunned for few seconds and will not use that attack again in next 20~ sec [link] [comments] |
Zombies should attack illagers Posted: 23 Nov 2019 10:35 PM PST So zombie attack villagers but since illagers and witches are like villagers so zombies should attack them and if they get killed they should turn into a zombie witch or illager [link] [comments] |
Posted: 23 Nov 2019 05:06 PM PST End Leviathans are the End equivalent of the overworld's woodland mansion. In each End Ship structure, there's a 5% chance that there will be a map guiding you to an End Leviathan. There's also a 0.5% chance that a cartographer villager will give a map of this as a master level trade. They are thousands of blocks away from where you enter the End, just like woodland mansions being about 10,000-20,000 blocks away from spawn. End Leviathans are extremely huge, a good hundred blocks or so longer than even a woodland mansion. They are basically an End Ship times a thousand. End Leviathans have tons of shulkers to defend it. But through the long hallways of the ship, there's one of basically everything you want. Crafting rooms that contain high amounts of basic crafting supplies and crafting stations (anvil, grindstone, smithing table, fletching table, cartography table, crafting table, cauldron), brewing rooms that have valuable potions and ingredients, enchanting rooms with small amounts of experience bottles and lapis, farms for all plants and trees, and an armory. Between many of these rooms, there will be empty ones or rooms lacking a full specialization. Think of the End Leviathan as raiding an extremely late game base. It has a lot of worthwhile loot, kind of random though, and you have quite a lot of fighting to do. This is to make a rare structure that takes a very long time to fully explore and to loot, an extended adventure basically. Well, I've covered inside the structure. What about on top of it? There should be a giant on top of it. Many players have wanted this unused mob to be used for quite some time. This structure is extremely vaguely based on the story of Jack and the Beanstalk. There's plenty of loot for the taking, but a giant stands in your own way. This is only a nod to that story though. Just in case this wasn't clear, the End Leviathan is huge, and as such the rooms containing high amounts of rare loot are going to be few and far between, like finding a needle in a haystack. Not to mention you have to reach the end and find a map to this or just explore the End for probably a few weeks. It adds a large area full of shulkers, loot, and a use for the giant. [link] [comments] |
Villages should always generate on flat ground Posted: 24 Nov 2019 05:44 AM PST When the paths of a village are broken up by a giant mountain or a gaping hole in thr ground, it ruins the experience of walking around the village. It could also cause villagers to take fall damage and not be able to get back to their homes. [link] [comments] |
More quests like action/adventure game elements Posted: 24 Nov 2019 10:22 AM PST I'd like to see more quests in Minecraft. Something like Legend of Zelda like dungeons with puzzle solving would add more playability to the game. [link] [comments] |
The Cold Ones, an ironic mob, but a deadly one! Posted: 23 Nov 2019 05:51 PM PST The Cold Ones are Blazes that switched from running on all-natural skin-melting fire to cold, deathly soul power, and thus spawn in Soulsand Valley. They appear like blazes, but with ice crsytals on their head and rods, and emit special soul particles instead of smoke. They behave mostly like blazes, flaring up blue when they see you and firing blue fireballs. However, these iceballs dont burn, they give you the Frozen status effect for 3-4 seconds instead, meaning you cannot move while you have the effect! The impact also deals slightly more damage than a blzae fireball too. They do not create fires either. Taking down a cold one yields a Soul Rod, which can be either crafted with a wither skeleton skull for a cool new light source, or grinded into 2 Soul powder to subsitute the blaze powder in a fire charge recipe to make fireballs that freeze instead. [link] [comments] |
Posted: 23 Nov 2019 08:09 PM PST I think pangolins would make a good addition to Minecraft, with some other additions related to pangolins. But first, pangolins would require the savannah update (baobab trees, ostritches, termite mounds and termites). Here is my concept: -Add new items: Termite and Black Termite. -Pangolins would spawn in any savannah or jungle biome. -Pangolins don't have a high detection range. -Pangolins are passive mobs. -Adult pangolins have 30 health, 10 armor points, and 20 armor points when curled up, and baby pangolins have 30 health, 5 armor points, and 8 armor points when curled up. (edited from 20 armor points, 30, 10, and 15 respectivally.) -A pangolin will curl up into a ball and roll away when attacked. When it is curled into a ball, its armor points increase and a player will take thorns damage when attacking. -A pangolin will wait for 200 game ticks (10 seconds) after being attacked before getting out of its ball "formation". -They can breed together by using termites (item). -When killed, pangolins drop no items, and 0-3 exp points. -Baby pangolins will shed their scales when they grow up, dropping 1-3 pangolin scales. -Pangolin scales can be used to craft pangolin armor (helmet, chestplate, leggings, and boots). Pangolin armor will automatically have a thorns 2 effect, but not the enchantment, meaning that it can still be enchanted with the enchantment table, or with an anvil. Thorns 3 can still be enchanted on it. -The helmet and boots provide 2 armor points, the leggings provide 5 armor points, and the chestplate provides 6 armor points, resulting in 15 armor points when the full set is worn. (edited from 18 armor points in total.) Each piece of armor grants 3 armor toughness. (new edit) -Edit: Killing termites will drop 1 termite or 1 black termite, depending on which one you kill, baby pangolins can be fed termites to decrease the time it takes for them to grow up, and some pangolins will like certain termites, some may like normals ones, some may like black ones, and some might like both. If a pangolin doesn't like a certain type of termite, you cannot use that termite they don't like to feed/breed them. You'll have to experiment to see which ones they like. Please tell me what you guys think, I would like to see what you think, and if you have ideas for improvement. [link] [comments] |
Posted: 23 Nov 2019 05:44 PM PST An uncommon enchantment that's exclusive to bows(not crossbows) The enchantment basically increases the distance before arrows subject to gravity,at the cost of longer drawback Times It has 3 levels which increase the range: level I: +5 blocks. Level II: +10 blocks. Level III: +15 blocks. Can't be mixed with Infinity [link] [comments] |
Posted: 23 Nov 2019 07:31 PM PST Since Campfires have been added people really wanted a bedroll to go with it, my idea is a little different. Tents. They would take up a 2 by 2 area (2 tall and 2 back) and they would be crafted with a bed, one stick and 5 wool. I really cannot think of anything that would not be ridiculous to add to the Tent (like allowing you to sleep with monsters nearby) so... that's pretty much it. [link] [comments] |
Posted: 23 Nov 2019 06:15 PM PST When a player lights a flint and steel on a piece of gravel underwater, the fire turns green and lasts until put out(like netherrack). [link] [comments] |
Posted: 23 Nov 2019 05:07 PM PST This has probably been suggested before but my idea is that the gauntlets will be less like armour and more like weapons improving the breaking speed on items like pickaxes and axes and lowering the attack cooldown on swords. This could also get closer to instant break if yu use all gold and haste. [link] [comments] |
Compost Rework and the Enriched Farmland Block Posted: 23 Nov 2019 03:59 PM PST It doesn't make jack diddly $%#@ sense that a composter gives bone meal. HOW?!?!?!?! As of this, i suggest a composter change. Instead of bone meal, it gives compost instead, which can be combined with a dirt block to make an enriched farmland block. This block always stays like this, no matter if it doesnt have any water or no matter how many times you stomp on it. Growth rate of crops growing on this block is double of that of regualar farmland, and increases more if hydrated. [link] [comments] |
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