Minecraft Option to tell the Wandering Trader to take a hike |
- Option to tell the Wandering Trader to take a hike
- Feeding cookies to wolves will poison them.
- Enchantment combos
- Wandering Traders should sell different items depending on what biome they are in.
- Multi-colored shulker boxes
- While crafting a layout, the recipe book will show crafting recipes that match said layout
- Different Survival starting scenarios.
- Dynamics
- New dyes- the 5 other tertiary colors
- The Defeat of the Enderdragon: Ender Cultists and More
- Always Pickup Broken Item Below Player
- Lightning strikes highest block.
- Heart of the Nether Forest
- More mob-based death messages because "slain" gets a bit old
- Nether fortresses should be updated from just being a monotone nether brick structure to being a much more detailed structure
- Grub - Silverfish, but it burrows in hostile mobs
- Snowmans should get healed by snowfalls
- End biomes. Maybe a couple of variations with new features.
- Achievements/advancements unlock cosmetic novelties for the game
- The conveyor block - a new member to the "piston family" (Images on official post).
- Summonable utility mob. Yeti
- You should be able to setup a scoreboard command for all blocks
- Quarts sword
Option to tell the Wandering Trader to take a hike Posted: 28 Dec 2019 06:50 AM PST Look, I like the Wandering Trader enough. His design is adorable. He's lovely for procuring some strange wares. I like the Llamas. And because I like them so much, of course I'm very discouraged from doing things like killing a friendly merchant and his decorated pets for leads and leather. Even if I don't need any of his stuff 99% of the time, I still appreciate the visit. But when I'm on my fishing dock and the Telltale Heart of a VERY vocal villager and his VERY vocal Llamas are constantly at it underneath my floorboards, I don't like them that much anymore. With Pillagers, I'm fine with a little wrassling every now and then; it keeps a player on their toes. To the death, we fight! But getting rid of a Wandering Trader just feels really, really bad. The peaceful option is to walk away until he despawns for a very shortly enjoyed moment of quiet. And that is way too disruptive. But murdering a visitor outside of my lovely sunflower garden log cabin just makes me feel like a crazy gun-toting porch redneck. No thank you. So, at the bottom of the list of trades, I would very much like the option to just say "No thanks, please leave" or "not interested" or "get your big nose out of my house and take your overgrown sheep with you". After which the Wandering Villager eats a Chorus Fruit or something like that and just bzzps away, taking the Llamas with him. Or whatever. Point is, he wanders ELSEWHERE. Players are rightfully being discouraged from killing Villagers. And having Llamas spit at us is not discouraging enough when it's the only way to quickly get rid of an intruder in your own base. [link] [comments] |
Feeding cookies to wolves will poison them. Posted: 28 Dec 2019 01:40 AM PST Like dogs, wolves shouldn't be fed chocolate, since they lack the enzymes to break down the components of chocolate. But, wolves can only die of chocolate poisoning if fed about 70 oz/almost 2 kg of chocolate, and cocoa beans in a minecraft cookie is nowhere near that heavy. So they can get poison 1 for 20 seconds if you feed them cookies, regardless of tamed or not, damaging them more than healing them. P.S.: It won't EVER kill them, since recall, the weight of cocoa beans in a cookie is far from heavy to kill them. [link] [comments] |
Posted: 28 Dec 2019 04:12 AM PST The basic idea is that certain enchantments that have no use together like fire aspect and thorns on some armor would produce some new effect. I have 5 ideas for new enchantment combos. 1: Scorching Thorns: pretty obvious as to what this does. It lights attackers on fire while dealing thorns damage and is made with fire aspect and thorns. 2: Whirlpool: Whirlpool would be an echantment combo for the trident, that would cause the riptide visual effect and suck enemies in when thrown, but you can only throw the trident. The riptide visual effect would also increase the tridents hitbox. It would be made with riptide and lure. 3: Undead/Arthropod Protection: These 2 enchantments would have the same effect as each other and thus are basically the same thing. They would be made with protection and smite/bane of arthropods. It would be incompatible with protection, but would be compatible with blast, projectile and fire protection. 4: Blocking: Blocking would be a sword enchantment combo, that allows the user to block with the sword itself. It would be made with protection and sharpness. 5: Aqua Shot: Aqua Shot would be for the bow/crossbow and would cause the arrows shot from them to have slightly slower speed then when shot above water. It would be made with punch and aqua affinity and be incompatible with multi-shot and quick charge. [link] [comments] |
Wandering Traders should sell different items depending on what biome they are in. Posted: 28 Dec 2019 10:31 AM PST I was inspired by a post I saw recently on this subreddit asking for a way to get wandering traders to leave you alone. I'll leave a link to that post in the comments section, but my inspiration was that that post was a reminder to me of just how annoying Wandering Traders are. They don't sell you anything particularly good at all, and they're just such a hassle to deal with. Here's the thing; Mojang has said before that Wandering Traders having bad items is intentional. Mojang wants you to explore the world properly and get items from their proper locations so you don't just sit around until you can buy good gear from a Wandering Trader. But going by that logic, Wandering Traders shouldn't be a part of the game, since they're either too OP or they're just plain annoying. What if Wandering Traders sold different items depending on the biome they're in? This would fix the problem of Wandering Traders being annoying without discouraging exploration. If you're in a desert, they sell you items that you would need to explore said desert, and the same applies to other biomes as well. Maybe Wandering Traders are aware of how scarce food can be in the Badlands, so wandering Traders that spawn there sell you things like Cooked Chicken and Cooked Beef so that you can make a pitstop in the badlands to eat. This would still cost you emeralds, so it's fair enough. Maybe Wandering Traders could sell you maps to jungle temples whenever they spawn in a jungle biome. This helps you find loot easier in jungle temples. As to not break Rule 5 of this subreddit, I'm not going to list off every last idea there is as to what Wandering Traders could sell you, but I felt I needed give a few examples, just to solidify my point with this post. If exploration is supposed to be above the Wandering Trader, then Wandering Traders shouldn't be an alternative to said exploration, instead they should be a part of the journeys you make. [link] [comments] |
Posted: 28 Dec 2019 07:05 AM PST this is just a decorative addon to the shulker boxes where instead of just one solid color you can dye the individual shell pieces so you could have a black and white shulker box, this could mean that you could try and hide or any number of other things. I think this is a good idea, what do you guys think? [link] [comments] |
While crafting a layout, the recipe book will show crafting recipes that match said layout Posted: 28 Dec 2019 01:00 PM PST Ex: two sticks diagonally will suggest pickaxes/axes/etc; a single nether star in the middle of the grid will suggest a beacon; 2x2 iron ingots can suggest iron bars and iron trapdoors, hopefully you guys get it LOL [link] [comments] |
Different Survival starting scenarios. Posted: 28 Dec 2019 01:09 PM PST I was just playing around with an idea in-game. I built a small pirate ship and gave myself a small grab-bag of items to survive with. Then I thought to myself, what if this was an actual gamemode? For a good example, I'll point to the game Space Engineers: This would of course be purely optional, but could make for interesting survival games. If I haven't explained it properly yet: this simply spawns you on top of or inside of a small structure when creating a new world. [link] [comments] |
Posted: 28 Dec 2019 03:41 PM PST I recently watched a video by whitelight and thought it was cool. Imagine if mobs and A.I reacted to the world around you. He made a point that a lot of Minecraft is pointless. Why build a castle if no ones going to attack it? Why build an outpost if Noones there to be a guard? I think that dynamics would greatly Improve Minecraft. Here are some ideas DISCLAMER: I am not advocating for a Skyrim like speech system. Just a simple way to communicate with the villagers. A upgrade for trading would be an easy fix. PILLAGER SECTION
1-you kill (or cut off) their mines. This way their production of resources slows down or halts for a short period of time. During this time things that would require iron ( like armor and weapons) and upgraded to a lower tier. This would effectively give you a window to attack 2-you get another village to help you retake the village. Maybe through trading/ convincing citizens (using emeralds and other things) to help, you create your own army and take the village. 3- raze the village. What's lost is lost. Do what you must to defeat the pillagers. VILLAGER SECTION Who said villagers can't fight? What if two villages were fighting over resources and land. Not necessarily combat, but a conflict still. You decide who gets to stay, or try to bring them together. Here's some ideas 1- you bring peace to the villages. Through great effort, you are able to come to a compromise. 2- you "accidentally" lead pillagers to the opposing town. Problem solved. 3-war. After many days of mining, you finally get enough emeralds to recruit an army. You charge the village and annex it as your own. BIGGER PICTURE? What if there's someone pulling the strings behind everything. A dark eater midir of sorts. A final boss who's only for those who want a true fight. After defeating the wither and creating a beacon, strange things start to happen in the overworld. All mobs have red eyes. They are stronger and more aggressive. The cartographer sells a new map to you, but it doesn't show a photo. Just coordinates. Eventually, you find a castle, filled with new enemies, and at the top of the castle hides a dark foe. After pushing through the many obstacles of the castle you make it to the top. Just you and the final boss. A great fight ensues and you overcome the boss and win. The red eyes stop and he drops some material used to craft some type of powerful weapon/ armor. You can only make one, so choose carefully. This boss cannot be farmed, so you are forced to play again if you want to use a different weapon. These are just some ideas I borrowed. If you want the true experience I recommend you watch this video [link] [comments] |
New dyes- the 5 other tertiary colors Posted: 28 Dec 2019 11:05 AM PST The game currently has 16 different dyes, one of which is cyan. Cyan is a mix of the colors blue and green, which is 1 of the 6 tertiary colors on the color wheel. But where are the other 5? I think they would fit well with the dyeable blocks like terracotta and concrete. Adding more colors would increase the potential for a build to really be great. For reference, I changed the hue of cyan dye to match the other 5 tertiary colors- https://imgur.com/a/zAqQlx2 [link] [comments] |
The Defeat of the Enderdragon: Ender Cultists and More Posted: 28 Dec 2019 02:08 PM PST So, you have defeated the Ender Dragon! Does the game feel... easy now? You will probably focus on the other End islands or the Wither, but that's it. I propose new mobs that spawn after you kill the big boss (much like terraria). THE MOBS Ender Cultist The story of the End just doesn't, well, end. Ender Cultists are a bit taller than you, and wear chain armor over their entire bodies. I imagine their faces would be pale or ashy, with some sort of jewelry headwear. -24 HP, 4 armor (from the chain armor on them) -Tad bit faster than the player -Wield a flaming dagger. The dagger does only 2 hearts of damage, but inflicts fire for 6 seconds -Can use Ender Pearls! They ARE End Cultists, after all. They wouldn't teleport as far as Endermen, though, or teleport through walls Drops: Good amount of XP, ender pearl, lapis lazuli, perhaps some potions/ingredients? Their spawns are quite rare: Mine-shafts and strongholds. I was thinking of a new unique structure, the Coven, where they could also spawn. The Dread Shields... are kinda OP. Just sit and block! I would say the vindicators and pillagers are a good counter: Vindicators knock the shield, pillagers shoot with crossbows. But, that's it. Perhaps on entering this hard mode, a new shield-busting mob would spawn. These are hulking beasts, tall ghost like beings with the shape of a ravager: bulky arms, ghostly legs, and a spooky looking zombie face. -30 HP -Somewhat slower than the player, but can float over obstacles -Hits deal 4 hearts of damage! And, from above, smashes down shields. It takes a few seconds to strike, however. -Groans fairly loudly Drops: Rotten flesh, iron ingots, phantom membranes, perhaps? They would only spawn in large caverns, below y-30, in the appearance of other mobs The Mechan Sort of a new ranged mob. Has a similar shape to a Dread, but more ghost-ness, with a skeleton head. Armed with two redstone cannons on either arm, the Mechan is the ultimate ranged fighting machine! -30 HP -A bit faster than the Dread, but still slower than the player. Can also float -Each redstone cannon shoots out a 1 heart damage arrow every second, so it shoots 2 arrows per second -Has a ghostly swirling sound Drops: redstone dust, bones, arrows, and quartz Spawns in the same place as Dreads, large caverns So, those are the mobs. Sort of 2 new zombie and skeleton variants, and a strange endermen type variant? Nonetheless. I appreciate any advice or suggestions. Maybe these new mobs could drop unique loot? Other mechanics? If you also want to see the Coven idea, please tell me Thank you [link] [comments] |
Always Pickup Broken Item Below Player Posted: 28 Dec 2019 05:29 AM PST Reason: One thing that no one likes is when they're directly above a block in a high place or above a pit/liquid (sneak/shift) and they break a building block nearly directly below them and its only a 50% chance that the broken item is picked up and otherwise its lost pointlessly. Suggestion: The suggestion I'm giving is for the item dropped exactly one block below you to have enough upwards vertical velocity (when broken) OR attraction to the player so that it is a 100% chance the player picks it up while. Just an easy to add life improvement everyone would love, and is not too different from how sneaking to edges takes unnecessary frustration out of the game due to something player skill can't always control. Would you like this? Support it! Your opinions anyone? [link] [comments] |
Lightning strikes highest block. Posted: 28 Dec 2019 12:55 PM PST Whatever blocks in loaded chunks are the highest in y level lightning will strike those block the most when is is a thunderstorm [link] [comments] |
Posted: 28 Dec 2019 03:21 PM PST An idea for the nether update Since the block on the floor of the nether look like netherack with stuff growing on it I was thinking that it could spread like grass, however netherack would also spread to it and spread much faster so that without anything stopping it netherack would take over. This is where my concept comes into effect, I was thinking that every forest would have a core like a conduit underground at the center of it and that all blocks in a large radius (Larger depending on the tier of the core, forest will spawn with a random tier core) will stop the spread of netherack so that the nether grass can overtake that area (I was thinking Wart Grass for the red one and Stye Grass for the blue) also the core would allow the grass, mushrooms saplings to spawn and make the trees grow (it would only spawn these on the nether grass) I was also thinking the core would be surrounded by obsidian so that breaking a core and ruining an ecosystem is something that you can do late game with a diamond pick, also the current red obsidian would be changed to Wart Obsidian and would emit a red glow and be around the Wart Forest core and Stye Obsidian would be around the Stye Forest core. https://feedback.minecraft.net/hc/en-us/community/posts/360055768271-Heart-of-the-Forest [link] [comments] |
More mob-based death messages because "slain" gets a bit old Posted: 27 Dec 2019 07:50 PM PST I was looking at all the death messages on the wiki and I noticed that the bee and the blaze (maybe i missed some but blah) are the only mobs that get special kill messages (player was stung to death/fireballed by blaze), and all the other ones are just the plain old "player was slain by x". I thought that was a tad wack. Here are some ideas for more death messages (i'll be using my name as an example name):
i can't think of anything good for the dragon, i'll leave that up to you guys i guess (note: this is for another suggestion, but the bee getting a special message while almost everything else just gets "slain" highlights a big issue with minecraft, and that is that the newer mobs and features like foxes and bees get all kinds of wacky new features like improved AI and even unique advancements, where stuff like the good ol' pig is just kind of a breedable meat automaton) edit: u/V0IDN suggests "player was ended by the ender dragon" [link] [comments] |
Posted: 27 Dec 2019 08:31 PM PST Nether fortresses are msde up of blocks only containing the "nether_bricks" block texture, and it looks very monotone and is sometimes hard to see in. I think nether fortresses could have a little more detail. Here are a few changes I came up with •Floors and stairs should be Red Nether Bricks •Certain nether brick fence windows should be replaced with iron bars or black stained glass •Occasional lanterns attached to nether brick fences should be spread across the fortress (not too many, because the fortress must be dark enough to spawn mobs and look relatively spooky) •Spooky paintings (wither painting, skull painting, etc.) should be found throughout the fortress •Themed rooms (breweries, living spaces for mobs, etc.) should be found throughout the fortress •Some of the wall blocks of the fortress could look more weathered by being replaced with occasional stairs •Other small features to break up the blandness of the nether fortresses, including (but not limited to) bookcases, 1.16 organic life growing inside, and shelves with flower pots containing dead bushes and wither roses --Although these changes are meant to break up the dullness of the nether fortresses, I would still not want it to look too fancy. It should still have the grimness that nether fortresses should have. [link] [comments] |
Grub - Silverfish, but it burrows in hostile mobs Posted: 27 Dec 2019 11:41 PM PST Appearance: Silverfish-like gray monster with a lot of small 1x1x1 pixel legs under main body and without silverfish "hairs" Behavior: Slow monster with weak attack that can be killed with single hand hit. However those monsters can buff other hostile creatures by burrowing inside them. Each Grub grants small buff to its owner and buff depends on monster type. Combinations: Zombie - each grub (3 max) grants +1 armor and +2 health to its owner. Owner regenerate 1 hp each 5 seconds for each grub inside. Upon death of owner at least 1 grub will die. Skeleton - each grub (5 max) become living shield to skeleton, taking hits instead of owner. Skeletons become 5% slower for each grub inside. Creeper - can hold only 1 grub. If Creeper with grub inside successfuly explodes, it will release poison cloud in explosion radius (similar to creeper under poison explosion) Spider - each grub (3 max) grants increased damage from attacks for spider (+1 damage for each grub). At least 1 grub will die with owner death Phantom - can hold only 1 grub. Phantom will throw grub in player while hovering. Throwed grub always dies but will deal 2 hearts of damage if hit player Other mobs cannot hold Grubs (but variations of mobs that can hold grub also can hold grubs) Grubs naturally spawns in all biomes after rain (but not in biomes where rain replaced by snow or it cant be raining) and always spawns in swamps. Some hostile mobs can kill grubs (Witches for potion ingredients, Illagers because they gross and some passive mobs for food. [link] [comments] |
Snowmans should get healed by snowfalls Posted: 27 Dec 2019 06:01 PM PST If snowmans get damaged by rain then when it snows they should get healed by it [link] [comments] |
End biomes. Maybe a couple of variations with new features. Posted: 27 Dec 2019 05:22 PM PST I'm not talking about 40 different biomes, but maybe plants other than chorus fruit. Maybe some mobs equivalent to the slimes. Maybe a place where even Endermen fear to tread. Maybe a mob that lives on the underside of the islands and you could grab ahold of them to travel and find new treasures, but there's this small chance they'll let you fall into the void. What if there are mobs that drop flawed ender pearls, ones that are broken, and it's a lottery on whether or not it will take you straight to an end city or an isolated island? Edit; changed flair from dimensions to brainstorming [link] [comments] |
Achievements/advancements unlock cosmetic novelties for the game Posted: 28 Dec 2019 10:18 AM PST As the game is nothing drives progression. Especially after you get an elytra with mending, which is easily the coolest item which therefore means working hard to accomplish things is basically pointless I suggest that certain achievements unlock block textures in the grindstone. For instance, killing the ender dragon lets you get an ender man face on sandstone the same way you can get a creeper face. Or maybe killing the wither let's you get a star on the side of netherbrick. Other things might include fonts. If you make a maxed out beacon maybe you can type in a blue font. Stuff like this. This makes the game more fun for the extrinsically motivated player because it gives them goals to work towards with actual merit besides an achievement that got lit up, and it does this without alienating the intrinsically motivated person that just wants to aimlessly play and build without trying to achieve a goal [link] [comments] |
The conveyor block - a new member to the "piston family" (Images on official post). Posted: 28 Dec 2019 10:15 AM PST Description: The conveyor block would be a new redstone utility block along side the piston, very similarly, the conveyor is able to push blocks and entities whenever it is powered by redstone, however, there are some key differences that, not only would make this new block unique, but also could be used as a complement to the current piston functionalities. Crafting: The conveyor block, if added to the game, would be crafted by placing one piece of redstone dust in the center of the crafting table, four iron ingots in a cross pattern around the dust, and finally, cobblestone in the four remaining corners. Placing: This new block can be placed in each of the four main directions: north; south; east and west. the top of the block will always push things away from the player in a forward motion. Pushing blocks: conveyor blocks are unique in the sense that instead of pushing only one block once after being powered, this block can be powered indefinetly, and relocate blocks in up to its four movable sides at the same time, the block still holds the basic limitations of a piston such as: not being able to push over 12 blocks per side; not being capable of moving imovable block or a powered version of itself. The rate at which the blocks are moved when the block is powered is a moderate and constant rate, certainly not as fast as some automatic piston contraptions. Pushing entities: The top side of the conveyor block is able to push any entity that enters in contact in the sense in which the block is facing. Utilities: the possibilities that could be opened with this block are immense, for starters, simplifying a lot of redstone contraptions which need to move large quantities of blocks such as cobblestone generators; It can be used to more easily create slime/honey doors; Open new options to flying machines and make entity transporting way more simple. In conclusion: I think you should perhaps consider my idea as it seems to resemble the "vanilla feel" of the game while also opening various opportunities for redstoners and the rest of the community as well. Here's the link to the official post in case you'd like to vote: https://feedback.minecraft.net/hc/en-us/community/posts/360056046032-The-conveier-block-a-new-member-to-the-piston-family-With-images-?flash_digest=f8f774da9326b6ad15e91d98a69a371f4202f502 [link] [comments] |
Posted: 28 Dec 2019 09:17 AM PST Snow golems are weak. Let's face it. They can't do any damage to any mob (with the exception of the blaze) and their health sucks. Introducing the Yeti. Summoned with blue ice in a T shape with a carved pumpkin on top. It would summon a 4 block tall ice golem. (Picture a Minecraft marshmallow from frozen) The yeti wouldn't naturally spawn and it is hostile to all hostile mobs and iron golems. It has 35 hearts of health. When it locks it's sights on a mob, it hurls a block of ice at it. Dealing 5 hearts of damage every hit. Upon death it would drop 1-3 ice, snowballs, and a chance to drop packed/blue ice. Leave any suggestions in comments and I might put them in here. [link] [comments] |
You should be able to setup a scoreboard command for all blocks Posted: 28 Dec 2019 09:05 AM PST As of now, there is no way to have a scoreboard set up for all blocks, unless you have multiple scoreboards all at once, but that would break the game. What I am proposing is, that you should be able to type in a single command, for example: /scoreboard objectives add Objective minecraft.used:minecraft.all Or something similar to that. [link] [comments] |
Posted: 27 Dec 2019 09:35 PM PST The quarts sword would deal 6 damage and have the atk speed as a iron sword and 512 uses when a mob is killed it will drop 150% the regular exp. !Please give me feed back! [link] [comments] |
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