Minecraft Pillagers should not be safe from other hostile mobs. |
- Pillagers should not be safe from other hostile mobs.
- Villager new job idea - Florist | Trade your emeralds for rare flowers\saplings
- Add an option for the Void Fog.
- Combining a totem with the infinity enchantment gives the “Thinking outside the box eh?” Advancement
- New command-mobBurning
- Nitwits will play in daytime like baby villagers.
- pillager caravans - rare pillager groups with strong defense and good loot
- New enchantment for chestplates: Pull
- Curse of Sapping
- Sickle farming tool
- Curse of blood
- Block Migrator
- A way to turn enchanted leather armor into enchanted books
- Reworking wolves
- redstone electrified iron bars
- A very large text display, for decoration use
- Monger and Royal Savager: Idea to improve raids
- More conduit-like items for different biomes
- Totem of Innoculation
Pillagers should not be safe from other hostile mobs. Posted: 06 Jan 2020 12:09 PM PST Pillagers are "human" just like Steve and villagers and thus should be attacked by skeletons, zombies, and the lot. Having other hostile mobs attack pillagers would make for some interesting defenses like having a functioning moat around your Castle with drowned swimming around. [link] [comments] |
Villager new job idea - Florist | Trade your emeralds for rare flowers\saplings Posted: 05 Jan 2020 11:19 PM PST Job site block: Craft: 2 flower pot + 2 planks Usage: You can plant anything from basic pot plant list in pot on this job block. Then you can use bonemeal on it until plant duplicates in second pot. After duplication right click on block to harvest both plants. Villager appearance and behavior: Villager have hood on his head. Instead of tool villager carry small bag for seeds. bag will be increased in size and change color with each level up (leather - iron - gold - diamond - emerald color). During Hero of the Village buff villager will throw various rare flowers and rarely useful plants like netherwart Villager trades based around gathering plants like flowers, sapling and even block of leaves. High tier trades contain very rare plants (Can even have Wither roses) This Villager will interact with flowers in his free time to buff them. Buffed flowers will boost bees that polinate said flowers (+speed, +additional fertilizations) Florist can take flowers from Iron Golem hands [link] [comments] |
Add an option for the Void Fog. Posted: 06 Jan 2020 09:03 AM PST Once upon a time there mused to be fog and particles near Bedrock and in the Void. It was removed to improve performance. There should be an option to enable and disable Void Fog like there is to edit clouds and biome borders blending. [link] [comments] |
Combining a totem with the infinity enchantment gives the “Thinking outside the box eh?” Advancement Posted: 05 Jan 2020 09:12 PM PST It says something like: Thinking outside the box eh?Unfortunately it doesn't work like that [link] [comments] |
Posted: 06 Jan 2020 06:44 AM PST When turned to false, mobs like zombies, drowned, and skeletons would no longer burn when exposed to sunlight. This would be helpful for zombie-survival maps and makes a unique challenge for survival mode. [link] [comments] |
Nitwits will play in daytime like baby villagers. Posted: 06 Jan 2020 02:05 AM PST Nitwits will try to run after cats, "disturb" other villagers who are working (by staring at them), and slowly approach iron golems holding poppies (like a baby villager) though the iron golem will walk away from them (probably saying "you're a grown man" or "get a job"). They will wake up when the sun is high. Baby villagers will approach them thinking that he will play with them, indicating that their mind never grow up. [link] [comments] |
pillager caravans - rare pillager groups with strong defense and good loot Posted: 06 Jan 2020 03:40 PM PST Caravans can spawn in any biome with 20% chance to replace any pillager patrols Caravans always contain: 2 mules with chests (these chests share woodland mansions chests loot tables), 1 Ravager that leads whole caravan and carry pillager captain, at least 4 pillagers and 2 vindicators. Caravan mobs placement: ravager - 2 vindicators - 2 pillagers - 1 mule - 1 mule - 2 pillagers ( + : : + + : ) Caravan always move in direction of closest Pillager Outpost or Woodland Mansion Mules will not have saddles, but will be equiped with chests Mules will be instantly tamed by player if player kill every pillager in caravan [link] [comments] |
New enchantment for chestplates: Pull Posted: 06 Jan 2020 04:28 PM PST As many know, a chestplate is the most costly piece of armor to make but also has no unique enchantments. I suggest a "pull" enchantment. Another name could be gravity, or wind, but I'll call it Pull for now. Pull enchantment books can only be found in fishing, they are very rare, much like Frost Walker books. Pull has a very weak effect of pulling in people, mobs, and items within a 6 block radius of the user. So weak that even if you are crouching or walking with a drawn bow, you can easily overpower the pull effect enough to leave the radius, assuming that the user doesn't follow you fast enough. So this enchantment is more to slow down those who try to escape you, but it has multiple uses, here's a few I can think of: Escaping a player who has this on their chestplate will become a little harder. You can use an armor stand with this enchantment to do lots of things, mostly just things that you wouldn't want to stand there doing for hours on end. You can slightly reduce fall damage. Pull cannot give a levitation effect to those who are below the user, but because Minecraft uses falling speed to calculate damage in some situations (try using riptide to fall quicker and you'll see it tends to hurt more). Again, this won't lift you off your feet, it'd be more like if you had very weak slow falling as long as you were close to someone or an armor stand with the enchantment on them. You can redirect arrows and other projectiles. This is both a gift and a curse. People who miss just a little will have a good chance to hit you, but you can also redirect incoming hazards (even TNT, as all these things are entities) towards yourself. So say if you're playing with someone and want to protect them, this will help. Pull would basically be just a subtle nudge towards the direction of the one wearing the Pull chestplate. You wouldn't notice it in most situations, think of it about as strong as wind normally. Walking against wind is slightly difficult, but it's not unstoppable (I'm not referring to wind in a tornado.) [link] [comments] |
Posted: 06 Jan 2020 04:09 PM PST The Curse of Sapping is a new curse that drains the player's hunger and health in order to keep the item at full durability. Whenever the item hits around 75% durability, the sapping process will begin. The player will hear a sucking noise, and their hunger bar will start to rapidly decrease, taking away 8 bars of hunger in the span of around 5 seconds. If the player does not have the required 8 bars of hunger, then the rest of the points will be dealt in the player's HP. This renders the player unable to heal naturally until the hunger bar is replenished. When the process is finished, the player would be left with the Sapped debuff, which gives Slowness I, Mining Fatigue II, and Weakness I. [link] [comments] |
Posted: 06 Jan 2020 01:50 PM PST A sickle would be Great for harvesting wheat and also the addition of Corn or maze would be great with it. It's a way to harvest wheat without getting seeds and without having to plant seeds back again. Also, with the addition of bees most people have bees flying around their plant fields and while harvesting them you might accidentally hit a bee and anger it. The sickle would use your left click instead of right click. I don't see this logically working for beetroot, carrots or potatoes because they're underground but....it's Minecraft. Also enchantments like fortune unbreaking mending and a few others would be able to work on it, [link] [comments] |
Posted: 06 Jan 2020 12:08 PM PST Only appears in swords and axes. Once you wield the weapon you can switch to another item until you kill something. This is based on the Team Fortress 2 sword "The Half Zatoichi" [link] [comments] |
Posted: 06 Jan 2020 03:09 PM PST What does it do?When powered, any block placed above it will move up in a continuous direction until it runs out of migrator pieces. It will only run in horizontal or vertical direction, via moves dependent of track laid down. It works just like rails and has all other rail properties, except this moves blocks not entities. Pro's
Cons
Extra Block Migrator Pro: An observer plus migrator = Migrator Pro A migrator pro does all the same as regular, but powers and moves the block 3 spaces above itself instead of one. I;e hidden rooms, hidden entrances, hidden levers, etc. SummaryAn item that works like a rail and has all the same pieces as an rail object. Except it moves blocks instead at about the same speed, maybe a bit faster as rail as long as it is powered. Unlike the rail, this can be placed on the walls, ceilings, and floors and still move the block. when you are going from floor to wall, it will end up ramping up like a rail thus requiring a block to change the blocks orientation. [link] [comments] |
A way to turn enchanted leather armor into enchanted books Posted: 06 Jan 2020 12:29 PM PST Perhaps the process could involve the unused smithing table? I've been finding so much enchanted leather armor recently, especially in ocean chests. And while they're nice at first they don't serve a purpose after getting enchanted iron/diamond. So since we have this surplus of enchanted leather, why not create a way to turn the armor into books? My proposal:
Example:
Example 2:
[link] [comments] |
Posted: 06 Jan 2020 02:46 AM PST Okay so wolves have been in game for pretty long now and their mechanics are simple but with the introduction of new more complex mobs they've become rather dull. They've seriously been in need for an upgrade. Here's my suggestions. Brand new behaviors and actions. Wolves should now spawn in packs of 3 or more wolves. The wolves will follow the alpha as well as defend it. Occasionally a lone wolf will spawn and it will with the chance of being untamable(it's called a lone wolf for a reason) The alpha and the lone wolf should be distinct from the other wolves. The alpha should be larger showing its strength and dominance. And the lone wolf should have a rougher texture to suggest a rougher life. In game Wolves get defensive upon approaching them and get into a snarling position. Gettin too close will result in the wolves either fleeing or attacking. The only way to safely befriend a wolf pack is by letting the alpha slowly approach you and take your food offering. If you disturb or startle the alpha while its close to you, the pack will attack you. If the alpha takes the food it can either retreat to the pack to restart the cycle, or the pack becomes friendly, but it won't follow you. Taming should not be as simple as casually going up to the wolves and feeding them. The only way of taming wolves should be by feeding wolf pups. Tamed Wolfs will also produce tamed pups. Mm I think that's all. Not to much not to little. At least I believe so. [link] [comments] |
redstone electrified iron bars Posted: 06 Jan 2020 04:55 PM PST make iron bars take a charge from redstone outputs such as daylight sensors, rs torches, etc. would be great for repelling mobs and passing a redstone signal up or down, could also make it so if 2 touch from 2 separate rs sources they short out just to nerf it a bit.... seems electrifying to me ;) [link] [comments] |
A very large text display, for decoration use Posted: 06 Jan 2020 04:07 PM PST Signs are too small. Item Frames are almost impracticable; creating the map requires large quantities of material and time. Player heads have limited resolution, and inaccessible in survival mode. Banners are fine, however it is nearly unusable for languages without Latin script. Re texturing is not a solution, due to limited banner patterns. Blocks are clunky, the pixels are inflexible and require a lot of space for increasingly complex letters. It would be nice if there were some sort of large sign that displays text over maybe a 1 block space, with the same support as Minecraft's text support for signs and chat. Perhaps it will look something like this in game: [link] [comments] |
Monger and Royal Savager: Idea to improve raids Posted: 05 Jan 2020 11:22 PM PST Monger The 'Monger' is my idea to spice up raids a slight bit more. It appears as a 'miniboss' at the end of every raid on a village. It is an illager with golden plated armour, decorated to look as royal as possible, with fashionable patterns and decoration located on its expensive armour. Riding on the 'Royal Savager', (a mob I'll talk about soon) it wields a crossbow equipped with 'harming 1 tipped arrows' and will use this if the player is afar, sometimes switching to a regular bow depending on the players position in the area (again equipped with harming 1 tipped arrows), however if the player gets in a close vicinity to the Monger it will swiftly hop off its 'Royal Savager' and whip out a golden sword to melee them them until they retreat or are killed, before hopping back on to its 'Royal Savager' and switching to a bow/crossbow. Once killed it will drop gold nuggets, a golden helmet, arrows (tipped with harming 1), occasionally a bow or crossbow and very rarely a woodland explorer map. Royal Savager The 'Royal Savager' is basically a buff and more intimidating Ravager but with its own twists. It is a larger Ravager that, like the Monger, is plated with golden armour with patterns and decorations, blah blah blah. The Royal Savager also has blood red eyes, hungry for villager, player, or even passive mob flesh. When in a close range to the player it will chomp down, dealing 3 hearts of damage, knocking back the player. It will also charge at the player, but with a new weapon attached to its head know as the 'Golden Rammer' (an item I'll get to soon) dealing almost 7 hearts! Luckily this attack is easily dodged, as it charges up, as well as the Savager getting stunned for a short period after attempting to ram the player down. Its final attack is a 'Roar', basically it will literally roar at you, creating 'sonars' simulating sound waves (think of the sonar from the Thrasher, a mob thats from a mod called 'Upgrade Aquatic' that's pretty much what it looks like) if the player is hit by this, they will get 10 seconds of 'Hushing' (an effect that deafens the player and removes the ability for the them to hear sound) and 'Perplexity' (an effect that makes the player randomly spin their head around and around, simulating dizziness. A fun little feature with this is that once effected by this, little star particles will appear around their head). Once killed the Royal Savager will drop gold, leather, occasionally a saddle and the golden rammer. The golden rammer is an item that when equipped will damage and knock back mobs if ran into by the player, swiftness will also increase the damage. What do you think? [link] [comments] |
More conduit-like items for different biomes Posted: 05 Jan 2020 06:21 PM PST The conduit is a good item. Do water tasks; get water item to make water better. But what if other items had this feature for other biomes? One idea is an icy item that would let you mine ice without a silk touch pick, make polar bears defend you (like their cubs), turn rain into snow and buff snow golems. It would be a block that wouldn't need activation blocks (like beacon valuables and conduit ocean temple blocks) but would be harder to obtain. You first need 4 ice that is made with 9 blue ice called dry ice, next is some type of item that looks like it's redstone related but you can only get it in the secret part of an igloo, and lastly you need 4 ice monster pelts. An ice monster can only be found if a polar bear gets struck by lightning. It looks by a yeti and has two attacks first a punch that stuns shields, has knockback 5, and does 4 and a half hearts of damage. Next is an ice ball throw, it does 5 hearts and rolls 20 blocks before breaking. Comment ideas for other kinds of conduit-like items [link] [comments] |
Posted: 05 Jan 2020 06:04 PM PST The Totem of Inoculation is dropped by Pillager Witches. Oh, and I suppose I should clarify. Pillager Witches are Witches that are in the vicinity of pillagers or vindicators. They don't change whatsoever but gain the NBT "Pillagerish: Yes/No" The Totem of Inoculation works with death. If you are holding the Totem of Inoculation, then upon dying, you will lose all your items but become immune to your source of death for your next life. This can be a mob (Ie: Blaze) This can be a mechanic (Ie: Falling, lava) This can be an item (Ie: Bow, Stick, IronSword (It will only do a specific type of sword.) All of your items will disappear upon death. If you have no items, it will not work. You must have one beacon-compliant item: Gold Emerald Diamond If these conditions are met, it will work. I think the Totem of Undying is too meta. It is just hands down the best thing to have all the time. This is better for people that die frequently. Players can't steal your loot or anything. [link] [comments] |
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