Minecraft Give the end levels |
- Give the end levels
- A new Nether mob "Zombie Piglin Seeker" that adds a whole new stealth challenge to the Nether!
- Potion of Coldness
- Flamingos
- Different tools, armour and weapons look different.
- A few suggestions for the Illusioner Improvement/Rework
- In-game hints for conduit activation frames.
- If the Zombie Pigman is gonna get renamed, then its look shall change as well/
- Shears and other tools should work in creative, too.
- Slime blocks stop slimes from moving. Honey acts like a frictionless block for slimes.
- New Lead Functionalities
- Magma Sharks, Terrifying Nether Fish along with a fiery new weapon!
- Wind (with mechanics and uses)
- A Temperature system that adds new challenges without being annoying
- Villagers sleep in the Nether and End
- Beta Texturepack
- Pillager Gambeson, recolourable sword and axe protection!
- Mini-blocks: Can be used to make vertical slabs, pebbles and more customized blocks
- The new Bastions should be made out of Charred Nether Brick
- Honey block's breaking and placing sound effects should be more similar to slime
- Blowguns crafted from bamboo
- Wolves/Dogs need a little attention
- New crop: Corn
Posted: 18 Nov 2019 04:06 AM PST Imagine if when you went into the end islands, it wasn't just a flat, single layer of islands, but they were on levels, some were up high, some were down very low. So basically, yea [link] [comments] |
A new Nether mob "Zombie Piglin Seeker" that adds a whole new stealth challenge to the Nether! Posted: 18 Nov 2019 01:53 PM PST Right now the Zombie Pigmen (soon to be renamed to Zombie Piglins) are kind of pointless. The only danger they serve is if you accidentally hit one. But if this were changed and they were always aggressive the Nether would be inhospitable! I propose a new mob that changes this dynamic without making things too difficult! The Zombie Piglin SeekerA much weaker, slower version of the Zombie Piglin that can't even do any damage to the player! But they've got something up their sleeve.. Zombie Piglin Seekers have very poor vision but they have a powerful sense of hearing! They wander around aimlessly, but if one manages to get close to a player they will spit on them and give them an 'Unusual Smell' effect that causes all nearby Zombie Piglins to become aggro'd. Think of it like every Zombie Piglin is blind and it's the seekers job to let everyone know if there's an intruder. This introduces a whole new dynamic of traversing the Nether. Do you try and stealthily avoid the Seekers by moving as quiet as possible? Do you try and take them out from a distance before they can mark you? Do you just melee them as quick as you can in hopes that you can kill them before they spit on you? But once you want to settle down in the Nether and build a base, this mechanic could get annoying. But fear not, there are ways to overcome it! Counteracting the SeekersThere could be a new special armor piece that makes you seem like just another Piglin to the Seekers. Maybe a 'Piglin Hyde' chestpiece? There's plenty of interesting ways you could get this item. Maybe the new Piglin trading system? Maybe a new boss or dungeon item? I think this mob makes the kind of pointless Zombie Piglins have a new exciting challenge in the Nether that doesn't make things too difficult or avoidable. [link] [comments] |
Posted: 18 Nov 2019 02:06 PM PST This potion is brewed unlike any potion. Fill an empty bottle with water, and use Blue Ice to brew a Potion of Coldness. The Potion of Coldness causes any mob hit to turn blue and take 1 to 2 hearts of damage. If thrown at lava, it will make a hissing sound and create steam. If thrown at water, it will freeze the water block(s) in a radius of 3-5 blocks. It can't freeze if in a hot biome (jungle, savanna, Nether, desert, mesa). Behaves normally in the End. If you drink this potion, you will get an effect known as Coldness, where you will take damage of 1-2 hearts, and it will induce a weak slowness effect, turning you blue, except for any armour. If leather armour is worn, you will not slow down. The slowness also applies to all mobs. Trivia: If used/thrown in a humid biome, it will cause water particles to appear, as a condensation effect, plus some vapour particles to appear. [link] [comments] |
Posted: 17 Nov 2019 04:12 PM PST Beaches, they're pretty bland. I want a mob to live there. Or, in jungle beaches, to be exact. Why not Flamingos? Minecraft is kind of lacking in birds, the only ones being Chickens and Parrots, and maybe phantoms? They'd be simple, dropping pink feathers, (which act the same as normal feathers) mainly being ambience mobs. Every once in a while, they'll stop moving and lift one leg up for a few seconds to a minute. The babies would be all white, like in real life. That's all. I want flamingos. [link] [comments] |
Different tools, armour and weapons look different. Posted: 18 Nov 2019 02:17 PM PST They have different textures. They already have a pretty unique one for leather and chain armour. Just make the different "sets" look a little different from each other. I don't recommend going over the top with crazy diamond battle axes and monks spades, just little things, like maybe the diamond sword looks just a little bit cooler, and a wooden one looks like a couple of sharpened planks tied together. I'd say most resource packs already have that and it's partly implemented with leather and chain so it would be nice. Iron tools, armour and weapons are "basic" so I suggest they keep their current textures. The original textures would stay for developer art, of course. [link] [comments] |
A few suggestions for the Illusioner Improvement/Rework Posted: 18 Nov 2019 12:11 PM PST Mojang probably already have an idea of what to do with the Illusioner but these are just some stuff that I hope they reconsider. First off, the Illusioner shouldn't be a Boss mob. I know a lot of people wants a new Boss to be added pretty sure even Mojang gets it by now but the Illusioner is a Trickster not some sort of Warlock. The Illusioner uses magic to confuse it's target not attack them with it. The most important part of the Illusioner is (obviously) it's Illusions. The Illusioner should no longer needs to cast a spell to use it's Illusions. It's automatically part of the Illusioner. If the Illusioner is damaged by a melee attack it would shoots out 4 fake Illusions and the real Illusioner is the only one that can attack making it seems like there are 5 Illusioners from the Player's perspective. If a projectile is shot at the Illusioner it would automatically shoots out the Illusions and swap spot with one of them to dodge it much like an Enderman's teleportation ability however it can still be hit by them if there are a lot of projectiles coming at the same time. The Illusioner would also swap spot if it haven't been hit by a melee attack for 20 seconds. The Illusions would behave like a normal mob (won't go through walls) except they can't attack, do not have collision and can't be attacked. They would face toward the current target of the real Illusioner and can't be 7 blocks away from the real Illusioner. If they are, they would slowly go back into the radius or be teleported there. A replacement for the Mirror spell is to make it an invisibility spell that the Illusioner use once and a while that last for 20 seconds. After using this spell other mobs can't attack the Illusioner since they can't see them (example: Iron golem) however the Player can easily tell when the Illusioner is invisible because only the real one is and the 4 fake ones remain visible. "Glowing" effect does not reveal the invisible Illusioner. The Illusioner can't use the blinding spell when the difficulty is on easy or lower. However it can be cast for 10 seconds on normal, 15 seconds on Hard and the Illusioner can attempt another one on the same target if it's health has reach below half on Hard mode. The Illusioner's attack is very weak so why not give it tipped arrows. It won't make it broken or anything because shields are still OP. Extras (Stuff I'm not sure about): 1.The Illusioner being immune to fire damage (Mostly because it would cause the Illusioner to Spaz out) 2.The Illusioner being smarter then other Illagers during raids (If the Illusioner saw one of it's ally getting shot it would auto lock on who ever shot the projectile) 3.On a rare occasion an Illusioner disguise as a Wandering Trader would spawn near a Player to spy on them. They'll behave differently from a wandering trader. They'll look the same but it won't have any Llamas with it, doesn't trade anything and it will keep it's distance from the target. After 15 minutes it will slowly walk away and disappear. If it is attacked it will reveal itself as an Illusioner and start fighting back and if it successfully kill the target it will disappear afterward but if the Illusioner's hp reaches 0 it won't die but the Illusioner would instantly blinds the target and disappear. (A Consequent for people who always kills Wandering Traders) Whether Mojang takes any of these ideas or not I'm excited for the debut of the Illusioner [link] [comments] |
In-game hints for conduit activation frames. Posted: 18 Nov 2019 01:17 PM PST Ocean Ruins should contain partially assembled- or stone fossilized conduit activation frames. Assembled enough to give the player an idea of the full build, in the classical style of a 5x5x5 hollow cube with missing corners (can't think of a better way to describe it, google images). An advancement should be added for activating a conduit as well. Minecraft still is too wiki-intensive. [link] [comments] |
If the Zombie Pigman is gonna get renamed, then its look shall change as well/ Posted: 18 Nov 2019 04:03 PM PST Since the Zombie Pigman would get the name changed to Zombified Piglins, I believe its look should change to correspond with. It could even have a broken tusk on the side of its cheek and a soulless black eye along with a white eye. What do you think on how the Zombified Piglin should look like? [link] [comments] |
Shears and other tools should work in creative, too. Posted: 18 Nov 2019 10:48 AM PST Clearing blocks in creative can be a hassle without world edit. Holding punch breaks them quite slowly, and fast clicking hurts your precious fingers over time. Have you ever used shears in survival? They break leaves instantly. Unfortunately, they don't do that in creative. I think that if they did, it would make building much easier, while still leaving the core mechanics the same. This would apply to every tool for the material it is meant to break. (Axes fast mine wood, swords fast kill mobs, etc.) In creative mode. I think this feature would save countless wrists. [link] [comments] |
Slime blocks stop slimes from moving. Honey acts like a frictionless block for slimes. Posted: 18 Nov 2019 01:53 AM PST What the title says. If a slime touches a slime block, it sticks and is unable to jump, turn, or otherwise move. If a slime lands on a honey block, it slides across it like it's ice, except it doesn't stop sliding until it's no longer on a honey block. Given how slime/honey blocks work in redstone, this creates a bit of consistency, as well as giving us the ability to create slime traps and better slime farms. Magma cubes treat both slime and honey blocks as frictionless surfaces, as they appear to be made of a different substance altogether. [link] [comments] |
Posted: 18 Nov 2019 04:21 PM PST This is a rather quick & simple proposed change to leads, namely, I'd like to suggest these 3 things:
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Magma Sharks, Terrifying Nether Fish along with a fiery new weapon! Posted: 18 Nov 2019 04:21 PM PST I always wanted a mob that swims in lava in Minecraft, and now with the upcoming Nether Update, I can see this as possible. Magma Sharks would spawn in the vast Lava Seas and often duck down to hide, but pay attention to their dorsal fin. They only attack if your in the Lava, otherwise, they leave you alone. But if you are in the lava, they would circle you until they lunge and chomp at you for 9 HP of damage. And these guys have 30 HP, so they would be tough to take down. But killing one isnt without risk, you have the 20% chance to obtain a Molten Scale, a special item which fortunately, isn't harmed by fire and floats up in lava. Collect 8 Molten Scales and circle them around a Blaze Rod to make a new weapon called the Blaze Basher that looks like a molten club and you can bash it onto the ground to send a wave of fire at your enemies for 7 HP per hit and light them on fire! [link] [comments] |
Wind (with mechanics and uses) Posted: 18 Nov 2019 05:43 AM PST Wind would add a lot of immersion as well as interesting mechanics to Minecraft. (TLDR: wind blows to add depth to world as well as mechanics for projectiles and elytra) Mechanics:The world would be split into 8x2x8 (X,Y,Z) cubic sections of chunks. These would be known as wind chunks. Each wind chunk would have it's own Direction and Wind Strength. The direction would be one of 8, The four cardinal directions and in between. (N,E,S,W,NE,NW,SE,SW) The strength would be on a scale of 5: No wind, light breeze, moderate wind, strong wind, and extreme wind. The strength and direction in wind chunks can only have a difference of up to one unit with any neighboring chunks to ensure smooth change. Each wind chunk would have a set "default direction" from which it could only change a little. Only air blocks exposed to the sky can have wind effects, so no wind will blow in caves or in your house. Finally, wind would be toggleable via commands. Effects on environment/weather:Over the course of the day, and when the weather changes, wind strength will increase/decrease. The direction will also periodically change a bit. Wind would blow particles such as smoke from fire, torches, and campfires. Banners would sway like they do now, but the speed of swaying changes with the wind. Green particles would blow from leaves every now and then to simulate leaves falling. Small sand particles would blow across deserts. Water would appear to bob slightly up and down, with the height of bobbing dependent on the strength. Does not effect water mechanics, only appearance. The angle and direction of rain and snow would change depending on the wind, and clouds would move faster or slower depending of the speed of the air currents. Higher on the Y axis, the average wind speed increases. Effects on gameplay:Projectiles such as arrows would blow in the direction of the breeze. The effect would not be huge, but enough that shooting long distance targets would take some level of skill. The trade off would be that the randomized projectile trajectory would be greatly reduced, meaning a skillful player could nail long distance shots without having to be lucky. Players using an elytra will be able to use wind to their advantage when flying. Flying against the wind gives the player more lift while decreasing speed. Flying with the wind increases velocity but decreases lift. items dropped would move slowly in the direction of the wind. (not sure about this one) Sound:The ambient sound of wind would play in the background. The sound of wind would work similarly to rain. Being in windy air blocks are the loudest while being in non-windy air blocks would decrease the sound. Being indoors would also decrease the sound. Leaves and grass rustle. Other potientialIf mojang ever wanted sailboats or a revamped weather system, wind would help greatly. [link] [comments] |
A Temperature system that adds new challenges without being annoying Posted: 18 Nov 2019 11:39 AM PST We've all seen mods that add temperature to Minecraft that make you start to take damage if you're too hot or too cold. While it's an interesting mechanic eventually it just becomes an annoying hassle you always have to worry about. So instead of damaging you, I suggest that your temperature links directly to your natural regeneration. TEMPERATURE SYSTEMIf you get too hot or too cold your natural regeneration will slow down. If you are extremely hot or extremely cold you won't be able to naturally regenerate AT ALL. (Note you are still able to use health potions or other ways to force yourself to regenerate) While this makes certain areas in the overworld like hot or cold biomes and caves or mountain tops a bit more difficult, the Nether and End would completely cancel out your natural regeneration and be a big challenge. How to fight against temperature?Wearing full armor or standing near/holding warmth emitting items can fight the cold. Wearing less or no armor or touching something cold or wet can fight off the heat. And of course different difficulties would have different levels of this system. You might hardly notice it in easy/peaceful modem, and it might make hard mode a whole new game. But I think the best part of this idea is how it expands on food in minecraft.. Temperature based Food:The current food system is kinda dull. Sure we can keep adding new types of food but there's no difference other than hunger and saturation points, and there's no reason to not just farm one type of food. Making different foods have different effects on your temperature adds a whole new level to food and actually incentives the player to farm more than just steak. Right now there aren't many food items that would seem to have an effect on temperature (other than maybe cooked food and bottle of water.) So this is a good chance to add some new foods!
More!This idea opens up so many new possibilities!
I like this idea because it isn't something you have to worry about all the time, and you'd be totally fine if you completely ignored it, but it still adds some new challenges and depth to the game. [link] [comments] |
Villagers sleep in the Nether and End Posted: 18 Nov 2019 10:13 AM PST Why can't a player sleep in the Nether or End while a villager can? I don't know if it was an accident that this was overlooked, but villagers can sleep in the Nether and End and the bed will not explode. I think that should be changed so that beds explode for villagers as well. It would be a funny easteregg, and also would make sense. https://www.reddit.com/r/Minecraft/comments/bs2jgp/villagers_can_safely_sleep_in_nether_and_end/ [link] [comments] |
Posted: 18 Nov 2019 06:51 AM PST So on Bedrock, we currently have the newer textures and "classic" textures. I was thinking Mojang should add a Beta Texturepack for older players and new players to enjoy how Minecraft looked pre-1.8 beta. Old cobblestone and all! The Texturepack and either be free or I'd pay at least $1.99USD for it. ; If any problems, I'll fix my post as I'm still new to this subreddit [link] [comments] |
Pillager Gambeson, recolourable sword and axe protection! Posted: 18 Nov 2019 05:11 AM PST These are the leggings, this the chestpiece, together they form a gambeson (a quilted garment worn under mail for example). What the idea behind this is that they'd resist hits from axes and swords as good as diamond armour, but versus other things like hits from arrows, explosions and fire it'd not be very protective, it'd drop from pillagers (duh), the durability of it would be something akin to chain, not too longlasting, but not like gold either which falls apart in a few blows. So it'd fill a niche as a recolourable diamond and diamond leggings that is not too hard to get hold of, but on other hand it's only really good at melee combat. And yes, you heard it right, recolourable, just like leather armour, same colour system as it, it'd recolour the wine-red parts of armour, but not the black belt or the lightblue belt buckle, or the lightblue spaulders, just the checkered winered stuff on it. [link] [comments] |
Mini-blocks: Can be used to make vertical slabs, pebbles and more customized blocks Posted: 18 Nov 2019 04:36 PM PST SimplySarc once posted a video about a glitch involving FallingSand which could be used to make "mini-blocks", which are an eighth of a block. [link] [comments] |
The new Bastions should be made out of Charred Nether Brick Posted: 18 Nov 2019 04:35 PM PST Cuz I want a black stair and slab variant of a block and I think it would be a cool block to have in vanilla. [link] [comments] |
Honey block's breaking and placing sound effects should be more similar to slime Posted: 18 Nov 2019 07:34 AM PST The current sound (much like the awful 'dive' sound in some of the earlier 1.13 snapshots) make me want to puke and sound awfully bass-ey to be heard passively in nature [link] [comments] |
Posted: 17 Nov 2019 07:11 PM PST Recipe: [Bamboo] [Bamboo] [Arrow] Two bamboo and an arrow make a blowgun. The thing about this is that you don't carry darts or arrows with you, instead the blowgun loses durability with each dart fired, much like a trident losing durability when thrown, think of that but as a bow. This would make the one arrow in the recipe possibly too easy because it has more than 1 dart to fire, but bamboo is somewhat hard to find, requiring a few thousand blocks to travel sometimes. Also if someone sees this and is thinking it resembles a firearm, something Mojang has said they won't add, these are blowguns, not resembling a firearm any more than a bow or crossbow, especially since it would look like a bamboo tube. Anyway, this is what bamboo blowguns do: How it is used: When not enchanted, it can be used 4 times before breaking. Durability and uses left are the same. With unbreaking 1, it becomes 8 uses. With unbreaking 2, it becomes 16 uses. With unbreaking 3, it becomes 24 uses. The blowgun has a rate of fire that is twice as fast as a quick charge 3 crossbow, and it does not charge when firing to do more damage or range. It also is very quiet. Range: 15 blocks, darts have no firing arc, but after 15 blocks they disappear. They cannot be picked up, as the darts come directly out of the blowgun and aren't separate items. Damage: 1.5 hearts of damage Poison tipped darts: when a cauldron is fully filled with a potion or poison (3 bottles in one) you can right click (or left trigger if playing bedrock edition like me on Xbox one) to tip the blowgun. This might not make a lot of sense, but moving on. The tipped blowgun fires the tipped darts. Because 3 potions or poisons makes a blowgun containing 24 darts at maximum, it is about a third as efficient on the potion or poison as an arrow, where you can get 64 tipped arrows for 3 bottles of it. That's for balancing reasons, the status effects on the darts aren't any stronger. Uses: you can make it an instant healing 2 blowgun, and with the 1.5 base damage, it wouldn't hurt much at all. Because of armor making the base damage even lower, poison tipped darts are ideal, which is exactly how blowguns in real life would be. With their extreme accuracy, quiet sounds, but low range, it makes for an interesting weapon. Something to think about: if swamps ever get frogs, the arrow in the recipe could be replaced with whatever the frog drops, and that would be a more realistic recipe, as poison dart frogs as the name suggests were used for poison darts. To my knowledge they aren't in the game, but because they were one of the ideas along with snowier snow, they might be. Pretty sure the snow got the majority vote, but maybe someday frogs will be added. [link] [comments] |
Wolves/Dogs need a little attention Posted: 17 Nov 2019 08:21 PM PST I have two little things I'd like updated about wolves/dogs
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Posted: 17 Nov 2019 06:09 PM PST I would like to suggest Corn as a new farmable crop for Minecraft. Corn would be an edible crop able to be planted on hoed dirt. It would be 2 blocks high when fully grown and yield 1-2 Corn and 1-3 Corn Seeds when harvested. Corn will restore 1.5 hunger when eaten raw. Corn that is not harvested for a certain period will turn into Dead Corn. Dead Corn yields 1 Corn Seed. Corn can also be cooked in a furnace. Cooked Corn restores 3 hunger instead of 1.5. [link] [comments] |
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