Minecraft Raise the Nether Roof, yay or nay? |
- Raise the Nether Roof, yay or nay?
- Withered Forest - A rare variant of the new Nether biomes
- If a Piglin hangs out with a Hoglin for long enough when both of them are babies, it will begin to ride it and they won't despawn.
- New Meat for the Hoglin
- The Sobbing Altar, a means of returning to the Nether after death
- There is a chance that on the top of a mountain, an abandoned castle will appear.
- Hoglins should run away if the player is holding warped fungi
- Enchantment so blocks go straight into your inventory instead of jumping away from you when you break them.
- For the Mountains Update, why not a better distribution of the ores instead of generally finding only coal.
- Wattle bushes and Eucalyptus trees
- piglins should drop something from their trade table when killed
- Hoglin and Piglin behaviour : survival of the richest
- The Haunt: Ghost of the Soulsand Valley
- All blocks should have better blockstates!
- Wither skeletons should also be aggressive against Piglins.
- Hofflin
- New mob: hellcrab
- Blue torches and lanters should prevent mob spawning in the Nether
- Endermen holding plants
- Shield enchantments
- Rock Snowballs
- Nether portal activation sound
- Add a weaker one-headed version of the Wither which can generate naturally (if rarely).
- Changes to Piglins to Hoglins
Raise the Nether Roof, yay or nay? Posted: 14 Feb 2020 07:13 AM PST As it stands right now, the Nether effectively has a build limit of 127-128 blocks with the bedrock roof of the Nether. This build height is a remnant of the original build height before 2012, when the overworld build limit was adjusted to 255. For 8 years now, it's left the nether feeling a bit cramped. It would be nice to see the Nether roof raised a bit more to make room for more biomes and help make the world feel a bit more open. The problem with this, though, is how many farms make use of the bedrock roof helping with spawn rates. I would love to see the Nether roof raised, but I don't want useful afk farms to be gutted in the process of this change, either. [link] [comments] |
Withered Forest - A rare variant of the new Nether biomes Posted: 14 Feb 2020 10:32 AM PST World generation The Withered Forest spawns inside 10% of all Warped and Crimson Forests. It is also really small, covering only 10-20% of the forest it's in. That way the biome is hard to find without proper exploration, encouraging players to actually explore the Nether, one of the main goals of this update. Aesthetics The biome would basically be a re-texture of the already existing biomes, which makes sense since it's a withered version of them. It would also have black particles called "wither spores" floating in the air. Blocks and Items Withered stems, withered sprouts, withered vines...you name it. Everything you have in the other biomes it's here, except it's basically black. Obviously the withered version of blocks that only exist in one of the biomes would only spawn next to that biome. The Withered Forest would also introduce for the first time grey planks, a completely different shade of the block from what we have now! It could be used in modern or evil designs or burned buildings. Mob Spawning The only mob that would spawn here is the wither skeleton, for obvious reasons. They would spawn frequently, making this a dangerous place to be while also providing the opportunity to make basic wither farms. If you think a new mob could spawn in this biome please show your ideas in the comments. Structure Generation Wither shrines are small structures that always spawn in the middle of the Withered Forests. They are made out of ancient debris (this should be how you get them) and soul sand. They are the reason why this "disease" started to spread in the first place. Thanks for reading the whole thing, it's a bit bigger than usual but I had a lot to say. Please let me now what you think in the comments [link] [comments] |
Posted: 14 Feb 2020 03:01 PM PST This will bring an Overworld's Spider Jockey equivalent for the Nether, and make for some scary experiences if you're caught off guard. [link] [comments] |
Posted: 14 Feb 2020 10:57 AM PST i think the hoglin should have its own meat dropped when killed, as it isnt just a pig, and it is the hardest food source to kill. Here are my consepts for the raw and cooked versions https://imgur.com/a/WCtbBzH i think the saturation would be worse than steak, and the amount of hunger you get back would be a bit more, (if foods ever get different eat times, it would take longer as i imagine it is very tough) [link] [comments] |
The Sobbing Altar, a means of returning to the Nether after death Posted: 14 Feb 2020 01:34 PM PST Concept image: Sobbing Altar concept Combine one of each of the following:
This is lore-friendly too, as the Ghasts are always crying, and drop their tears. There's new Weeping Vines and also Warped Roots in the Nether. Also the Soulsand Valley spawns lots of Ghasts. So the ingredients are a great tie-in to all the different biomes. Almost as if it warps you to your new root by tearing up and weeping. You now get Sobbing Altar. It has 3 "uses" (these would be stored as block states). When you place it, you set the spawn point for yourself at that location. Every time you respawn here, it dries up a little bit, removing 1 use. At 0 remaining uses, it reverts to Obsidian. The Sobbing Altar is an obsidian based block, with purple sobbing streaks on it, which is a combination of the 2 new biomes' colors. It would produce particles like a Wet Sponge, but be light purple like its texture. The block could have its own new sounds for being placed (would have an Obsidian place sound, with a "sniffling nose" sound added on), and periodically it would produce a very quiet groan with sniffling. When you break it, it would play some kind of crying sound, and drop obsidian. With Silk Touch, it would drop itself. When you respawn and it loses a use, it would also cry, producing a large amount of particles around its base, as well as make a weeping sound. TLDR: Sobbing Altar has 3 uses to respawn you in the Nether, and has sobbing related sounds/particles, and is crafted with ingredients that can come from the new biomes as well as give the altar a sensible name. [link] [comments] |
There is a chance that on the top of a mountain, an abandoned castle will appear. Posted: 14 Feb 2020 08:33 AM PST Castle ruins would rarely spawn and would have maybe between 6-8 chests in the castle. The players can find weapons, armors, gold, iron, emeralds and if he is lucky even enchanted books and diamond, the loots will be better than other dungeons loots. Knowing that the Strays appear in the snow biomes and it is usually very cold and it can snow in the top of the mountains, a mob spawner for the strays would be in this castle where the chests are. [link] [comments] |
Hoglins should run away if the player is holding warped fungi Posted: 14 Feb 2020 10:47 AM PST They run away if the warped fungi is placed down so it would make sense. [link] [comments] |
Posted: 14 Feb 2020 11:31 AM PST I'm sure many of us have lost a lot of valuable items to lava or to the void when they've jumped away from us after being broken. What if there was an enchantment so that blocks went straight into your inventory so that you don't risk losing any items. This would be good for Skyblock worlds or doing work in the Nether/End or in caves. [link] [comments] |
Posted: 14 Feb 2020 09:47 AM PST It would be nice that instead of finding only coal, that the player can find iron, gold in the mountains with why not Mineshafts which appear more often in the mountains knowing that before we founds ore generally in the mountains instead of just coal. For me it would make the mountains more interesting and more a place to live. [link] [comments] |
Wattle bushes and Eucalyptus trees Posted: 14 Feb 2020 05:20 AM PST Wattle bushes are yellow Aussie bushes that generate in Savanna biomes and less often in Plain biomes. They have yellow and can be pollinated by bees, and can be used as decoration or as a way to make yellow dye. Minecraft currently has no Australian items or blocks, so why not add some? Eucalyptus trees can generate almost anywhere but in tropical biomes. They have a wood block that is pastel red and white, and when stripped, looks a bit redder or whiter, I've never seen stripped eucalyptus wood before. Craft to make a red-pink plank called Eucalyptus planks. If Eucalyptus leaves are set on fire, they will always drop their saplings. They will not drop their saplings any other way except by burning. This could open up the way for Eucalyptus Villages, which would look good and fit with MCs theme and Overworld. [link] [comments] |
piglins should drop something from their trade table when killed Posted: 14 Feb 2020 12:38 PM PST I think their trade table should be a loot table, and when you kill them, they drop those items, according to the loot table. [link] [comments] |
Hoglin and Piglin behaviour : survival of the richest Posted: 14 Feb 2020 01:15 PM PST the nether is a scary place, everything is hostile, angry, and wants you dead. obviously, it should not be easy to co-exist with its inhabitants, but i believe there is some promise in our new pig-like creatures. firstly, the Hoglin. Hoglin are essentially a new food source in the nether, they're hostile, but breedable, this is okay, as it adds challenge to food gathering, however, i feel like there should be a way to gain hoglin's trust. obviously, this would not be an easy task, so i think you should have to "prove your might" to a hoglin before it can even begin to trust you. to do this, i think you should have to have an "endurance" match against the hoglin without hurting it, using your shield to block his attacks a couple times until he gets tired, when this happens, you should feed him a food item, depending on what food item you use, there should be a set chance for the hoglin to trust you, becoming neutral towards the player. better foods would yield better results, for example, hay would give you a 10% chance, carrots would give you about a 30% chance and golden carrots should give you about a 50% chance. If you fail to gain the hoglins trust, the cycle repeats until you do gain its trust, and once you have its trust, it will remain neutral. this mechanic could add a sense of struggle in the nether to fit in, as you, the player, are not meant to be there, so co-existing with the creatures should be a hassle. baby hoglin within a 30-block radius of a trusted hoglin will also trust the player, and the more trusted hoglin in an area, the more likely the babies will grow up trusting the player. Secondly, the Piglin. what we have in the latest snapshot works pretty well, but i feel like it could be tweaked slightly to make the piglin feel more "human" than animals, piglin could have an unseen "trust" value, similar to hoglins, however, the way to raise this value differs from hoglin, as i dont think a piglin would appreciate you shoving a carrot in its face. Piglin would have a scale of 0-100 trust, and would have different incremental behaviour depending on their trust level. giving piglin gold would increase their trust by 1, and giving them gold blocks would increase their trust by 5. at trust level 0, they would attack you on sight, using their current AI, and would still leave you alone if you wore gold. at trust level 10-15, the piglin will begin to follow you from a distance, now they know you have gold, they'll be wanting even more. they'll still attack you if you don't have gold armour on, so trying to gain their trust will actually be more tedious during this stage. around levels 15-25, the hoglin will trust you enough to not attack you while wearing gold armour, however normal AI still applies, if you hit them, they'll swarm you, ect. at levels 25-40, piglin will trust you to open chests around them, but staying in the chest for too long will lower their trust by 1 every second the chest is open, so beware the level drops too low, or you may be attacked. at levels 40-60, hoglins will trust you around chests without their trust dropping, and will make a "greeting" noise when the player is nearby. at levels 60-80, the hoglin will now trust you to mine gold near them, but doing so would give you -5 trust per gold mined. at levels 80-100, the piglin now fully trust you, and will now barter better items with you, making the rarer items such as quartz and obsidian more obtainable, and perhaps some rarer items would become available. piglin will attack you if you hit them at any level of trust, dropping you back to 0, so its advised not to fight the piglin if you're trying to raise trust with them. the more positively a single piglin feels about you, the higher wild piglin in the area will feel towards you, giving the piglin a sense of community, now that you've become the "bringer of gold" to them. These changes would be great to see, as it would make the nether feel more alive, as well as giving the player something to do long-term in the nether, and help give the player a sense of unseen progression within their survival of the nether. [DISCLAIMER] any statistics and numbers i have stated are placeholder, the numbers can be any number mojang want, they are only there to give a general idea of how the idea would work. I have posted this onto the minecraft feedback site, but it is currently waiting to be verified, so i will edit this with the link once its available. thanks for reading! [link] [comments] |
The Haunt: Ghost of the Soulsand Valley Posted: 14 Feb 2020 09:38 AM PST I tried to make it's drop useful to all kinds of minecraft players, so I'm sure there's something for you. Here it is: http://imgur.com/gallery/cqc7pIg [link] [comments] |
All blocks should have better blockstates! Posted: 14 Feb 2020 04:32 AM PST I tried making a resource pack making a custom model for the brewing stand, but I had to abandon the project because unlike the regular brewing stand, my new model was not symmetrical. Because of this, the brewing stand only faces east and my model only faces east. I think that they should add editable blockstates for all blocks, or st least the one's who are not a symmetrical cube. [link] [comments] |
Wither skeletons should also be aggressive against Piglins. Posted: 14 Feb 2020 08:16 AM PST They're currently at a disadvantage if they fight in groups or even on 1v1. [link] [comments] |
Posted: 14 Feb 2020 03:42 PM PST Hofflins are mobs that spawn in, and on top of the lava oceans of the nether, They share a similar, but smaller and shorter appearance than ghasts, with tentacle like arms on the sides that allow it to propel on the lava surface, and swim. They have a white-pinkish color giving them a slightly different color hue. A hoffin will slowly hover (or swim) towards the player within 24-32 blocks of sight. Once they reach 6-8 blocks from the player, they will create a suction like attack that slowly moves players towards the hofflin, potentially resulting in a lava bath to the unwary player. The strength of the pull varies on difficulty. Hofflin never attack you. All they do is pull players towards them. They become a concern when exploring low Y altitudes of the nether just above the lava oceans, or the accidental mining incident when mining below a lava ocean. If spawned away from lava, they will emit an opposite attack, slowly pushing you away from them as they are in fear and more vulnerable when not in their habitat. When placed in water, a Hofflin will take damage, and eventually die. They either have the same health, or slightly more than that of their Ghast cousins, as they are more condense, and smaller. Killing a Hofflin can drop 0-2 Basalt If something like this were to ever to be considered, should these mobs be a nether exclusive? should they spawn in overworld lava too? Should they actually attack the player? Do you have a different name for it (another name I thought of was Hoffler). I've always wanted to see a creature that thrived in lava, and giving ghasts a cousin. [link] [comments] |
Posted: 14 Feb 2020 10:59 AM PST with the nether update coming out soon, I thought that maybe something should live in the lava. so that's where I got my idea for a new mob. It would be a sturdy little mob, hostile, and could only live inside lava. It would crawl along the bottom and have 50 health. none of it's drops would burn in lava and would float to the top when killed. it would have two main drops: crabmeat and a crab shell. the crabmeat would do the same as cooked cod but would grant 30 seconds of fire resistance. the crab shell would be a crafting item. craft 5 together in the shape of a boat to make a boat that floats on lava. I didn't have a way to texture this, but I expect the shell would be dark gray with flecks of orange. the eyes would glow orange, and the body and feet would be cream colored. it would move by pulling itself along the bottom fairly slowly. link to image of the model [link] [comments] |
Blue torches and lanters should prevent mob spawning in the Nether Posted: 14 Feb 2020 03:14 PM PST Now that the Nether is actually getting interesting, many will want to live there, and maybe even occupy Nether Fortresses. It think it would give the new blue lightsources some actual use apart from decoration if they would prevent hostile mobs from spawning in a limited area X by X by X around them [link] [comments] |
Posted: 14 Feb 2020 01:37 PM PST From the new snapshot (20w07a) endermen are now able to pick up the nether plants. As of now, they only have the block model in their hands. What I suggest, is them holding the item model such as the iron golem with poppies. [link] [comments] |
Posted: 14 Feb 2020 01:37 PM PST I thought of some shield enchantments ( ゚▽゚)/ Unbreaking (obvious) Mending (obvious) Reverb (knocks progectiles back further, goes up to 3) Resilience (makes the disable on the shield faster, goes up to 2) Absorbing (makes the progectile drop, hard to get tridents) Field (increases the size of the hit box (not around the player) goes to 2) Condension (negative effect that decreases the hit box) Sluggishness (negative effect that makes the disable on the shield longer) That's all I've thought of [link] [comments] |
Posted: 14 Feb 2020 01:32 PM PST Rock Snowballs will deal one and a half hearts of damage when thrown at players and mobs and will knock back players. Rock Snowballs can only be thrown half the distance of regular Snowballs due to being heavier. To craft them, place three Snowballs and one Cobblestone in your crafting grid to get 4 Rock Snowballs. Crafting Recipe: https://i.redd.it/dgpzpabbiyg41.png [link] [comments] |
Nether portal activation sound Posted: 14 Feb 2020 12:41 PM PST Since we have the nether update in 1.16, I had the idea to add some epic sound when you activate the nether portal, for example, like the end portal when you activate it. I think people will like it. [link] [comments] |
Add a weaker one-headed version of the Wither which can generate naturally (if rarely). Posted: 14 Feb 2020 04:13 PM PST The chance of having one generate naturally in the Overworld should be less than any other spawning mob, and then only over pools of lava or patches of soul sand at least 3x3 blocks in area. Perhaps as rare as having a charged creeper be created by lightning. Lava and soul sand being native to the Nether would make it more common, but it should still be rare compared to other mobs. The one-headed version would not have the three-headed's birth explosion unless manually created. The one-headed wither would not have regeneration nor recover health from hitting targets. It would also fly one-third as fast as the three-headed version (speed equivalent to a cow), and speed up temporarily when damaged. It would still be as hostile as the three-headed version, and can create wither roses from its victims, but this would only happen 5% of the time. One-headed withers would never drop a nether star on death in the Overworld, and manually created ones will never drop a nether star no matter which dimension. If encountered naturally in the Nether, it would have a very small chance of dropping one. Creating a one-headed wither would be similar to three-headed version. A 'T' of soul sand plus a wither skeleton skull at top centered. The three-headed version would need to be created so that the middle head would not be the last head placed, or a one-headed wither would activate instead. [link] [comments] |
Posted: 14 Feb 2020 08:33 AM PST I just think these mobs should be a bit tougher mainly bcuz of its appearance: Piglins: should have 24 HP and 6 natural armor (both changes are based on its leather clothing and pig hide which grants armor IRL, illagers also have this amount of HP BTW) Hoglins: should have 56 HP and 8 armor (both are bcuz of its massive size for a pig species and its hide definitely is thicker than normal pig hide) What do you think? Thanks for reading! :) Edit: Apparently piglins only have 16 HP which is weaker than zombified piglin and skeletons meaning they're just as strong as spiders... Doesn't really make sense if you ask me. [link] [comments] |
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