Minecraft Warped forests have a LOT of potential to be great |
- Warped forests have a LOT of potential to be great
- Right-click an Iron Golem with Shears to get rid of the Vines growing on it, giving it a 'clean' appearance.
- If a creeper is lit on fire and it explodes before it gets extinguished, it should leave a fiery crater.
- Wearable Sea Pickle
- Biome colours in maps
- Bees and wither roses
- Rusty iron golems and blocks, equipment, armour and weapons.
- "Overworld" option for the Buffet world type
- Nether Relics, a drop for killing the Wither again.
- Buff Spiders
- Punching block
- An advancement for collecting all banner patterns (+update)
- Shot arrows retain their name
- Green orchid bees
- Moving Enchantments
- One New Update, Two New Ores, Three new Materials The "Metals" of the Nether
- Slate, a new rock type found exclusively in the nether.
- Water you pick up should stay the same color, no matter the biome.
- New Mob - Enderjelly
- A new use for Shroomlights:
- Hammer and Enchantments
- Wither bone Idea (remake)
- Muffins
- Gravel Path
Warped forests have a LOT of potential to be great Posted: 24 Feb 2020 05:06 AM PST Hi all, I really like the direction the Nether update is taking so far, however I do wish to share my perspective on the warped forest in particular as I think this biome has a lot of potential to be really interesting. Keeping in mind that this is a very early stage of the 1.16 update (and I'm sure Mojang has plenty of ideas of their own that I will like), I would like to see more character in the warped forest. I think what Mojang is doing with the Nether is great, making it more survivable. I think what is best for the Nether is that it can be survived in indefinitely, but everything - from mining to harvesting wood to traveling - is a lot more hazardous than it is in the Overworld. In this regard, hoglins (being the primary farmable food source, while being hostile and dangerous to breed) embody this perfectly. Currently the warped forest feels to me like nothing more than a recolor to the crimson forest. The backstory that is implied is that the End has warped these forests (the implication coming from the huge presence of endermen in this biome). There is definitely room to expand on this. I think having the warped forest as a peaceful biome (as stated in the 20w06a snapshot notes) is great, however I would like to see more environmental hazards, perhaps some really bizarre ones. In other words, I want the warped forest to actually be warped. Some potential examples of changes I think would be cool include:
The hazards should not be overdone, but they should be there, and they should reinforce that the warped forest is strange and otherworldly and while peaceful, every bit as hazardous as the rest of the nether. [link] [comments] |
Posted: 24 Feb 2020 11:43 AM PST As a bonus, you can also get Vines by doing this. Doing this on a naturally spawned Golem may briefly anger it. Thoughts? [link] [comments] |
Posted: 24 Feb 2020 07:52 AM PST You know how if you light an animal like a pig on fire, then kill it, it drops cooked meat instead of raw meat? I think this idea could be expanded on more. As you know, some explosions in the game, like a ghast fireball, leave fire on the ground along with a usual crater. I think if a creeper is lit on fire, it should have the same effect. For charged creepers, it leaves a giant fiery explosion instead. [link] [comments] |
Posted: 24 Feb 2020 11:29 AM PST Placing a Sea Pickle in the helmet slot will scale it down approximately to the size of a Villager's nose, and plant it on the player's face. While wearing a Sea Pickle, Villagers will shake their heads much like Nitwits do and refuse to trade. Also while wearing the Sea Pickle, actions that hurt your reputation in a Village cost twice as many popularity points. Granted, it does contain an apparent "teasing" element, but the Villagers do stand up for themselves, just not with sticks and stones. I'd have the Illagers be annoyed too in the name of fairness, but I think they're already considerably agitated. Does this contribute greatly to the game? No. Do I care? Also no. Vote on the Feedback Site: https://feedback.minecraft.net/hc/en-us/community/posts/360057685111-Wearable-Sea-Pickle [link] [comments] |
Posted: 24 Feb 2020 08:45 AM PST The colour of grass, leaves and possibly water on the custom maps should correspond to the real colour they have in the biome - Savanna shouldn't look like plains on the map, it's grass and leaves have a bit drier colour and so should the pixels on the map [link] [comments] |
Posted: 24 Feb 2020 01:26 PM PST Right now, if a bee tries to pollinate a wither rose, it will suffer damage, so I propose a different behavior: If a bee pollinate a wither rose, it will get a little bit of damage, and will get black pollen, that will be seen on his back, and will destroy or revert the growing of crops upon touch. Once the bee reaches a beehive, it will be contaminated until we extract honey or honeycomb from it (the yellow substance dripping from it is now black). When harvested, it will give us one of the new items: -dark honey bottle: a bottle containing a black substance which will give us the decay effect when consumed (decay I for 5-10 seconds). -dark honeycomb: a piece of honeycomb with a black texture, which can be used to craft a dark honeycomb block, a dark version of the normal honeycomb block with decorative purpose only. Maybe you could be able to make a dark honey block that gives you wither or something, but that for the developers to choose. [link] [comments] |
Rusty iron golems and blocks, equipment, armour and weapons. Posted: 24 Feb 2020 09:39 AM PST I'm thinking that having rusty iron golems might add a bit more variety into the game, have them spawn far from villages, maybe two in one area or just the one or in abandoned villages, and they are hostile to all mobs and players, when they move they should make a creaking sound effect or metal against metal noise, and should be slower than normal iron golems, maybe half the speed, and 3/4 the health, or maybe half health, they do 3/4 of the damage and have a poisoning effect that lasts 1 minutes, maybe longer but that can be worked on, I have the feeling this would add some more variety to the abandoned or zombie villagers, aswell as make it slightly trickier to loot that area. Drops when killed could be dead Rose's or rusty ingots which cant be crafted into anything other than rusty iron blocks or crafted with a gold nugget to make a iron ingot or crafted with iron ingots in an anvil to reverse the rusting effect. It could be made so you could make rusty variants of iron gear and equipment to, but have them have less durability and a risk of damaging yourself to, eith poison effect for 5 seconds or 10 seconds or just half a heart of damage, depending on said weapon or equipment, but not so its constant, so say with a pick axe, after a certain amount of blocks you would take damage or get a poison effect or maybe when the equipment or weapon breaks it does damage to a player with a risk of poisoning the player to, higher chance on poisoning effect on sharper equipment or weapons, and slightly more damage, I'm not sure how well this would fit in the game but it seems like a decent idea to me. Edit: I can see why adding the armour or weapons as rusty variants can be a bad idea so let's change the effects, if a mob or player attacks someone in this armour, it has a chance to inflict poisoning on the attacker, but it keeps its lowered durability, but will not damage the person wearing it, but instead add a slowness effect to the player, same for the weapons but the weapons do slightly less damage and do not have any slowness effect to the user or who ever is hit, just a poisoning effect. [link] [comments] |
"Overworld" option for the Buffet world type Posted: 24 Feb 2020 07:22 AM PST Yes, I know it would be pretty useless for the "surface" option, I think that it would make the "caves" and "Sky Islands" more interesting - like, for an example for the "Sky Islands" option, have the biomes as one per island [link] [comments] |
Nether Relics, a drop for killing the Wither again. Posted: 24 Feb 2020 03:25 PM PST How to get themWhen killing the Wither, having a nether star currently in your inventory will make it drop a nether relic instead. Nether relics have special attributes they apply to you if held in the main hand. If not, the ability it grants immediately fades. Each relic will have an equal chance of dropping, and only one will drop each time. Keep in mind, at minimum you need to kill a wither twice to get even one of these. Relic of gluttonyHolding this will freeze your hunger bar. You won't go hungry, but you also won't have any previously empty hunger bars filled. You move -20% slower too. Slightly worse than having the slowness 1 effect on you if I'm not mistaken. Relic of wrathPunches with this relic in hand will deal 5.5 hearts of damage, and ignore 50% of all armor, enchantments, or protective effects. This also makes your vision turn somewhat red. Relic of prideWith this in hand, you have weakness and half your usual hearts (you'll have 5) but also speed 5. Nothing is catching up to you. You also take half as much fall damage, this stacks with feather falling and any other damage reduction of falling. Relic of greedIt's like if you had looting level 6. Pretty powerful, but you still deal the same damage as a regular punch, meaning you have to work very hard to kill some mobs. This also reduces your speed by 50%. All those riches are slowing you down. Relic of slothWhen held, you aren't knocked back at all by attacks. But you also have mining fatigue and -15% to speed. Relic of envyReflects offensive magical effects, aside from that of other relics, onto the attacker. This doesn't mean someone with a diamond sword attacking you receives that damage, just that they get whatever damage would be given by that enchantment. So if it were fire aspect, they're the ones on fire. However, they also get your positive enchantments (or potion effects on you) on your armor for 1 minute after attacking you. Edit: to balance it further, switching from a relic to another item in your hand will damage you with 3 hearts of damage that can't be resisted. You don't get damaged for switching TO it, just switching back. [link] [comments] |
Posted: 24 Feb 2020 06:27 AM PST MotivationRemember when you couldn't sprint? Mobs were a lot scarier then. Slowly walking away from creepers was something out of a horror movie. Spiders' occasional jump move made them slightly faster than you, so if one aggroed you had no choice but to stand your ground and try to beat them away from you. Since then, they've given mobs various buffs, but I think between the four main hostile mobs, spiders got shafted the most by sprinting, and they haven't been given as much to compensate since then. Creepers get primed when they drop and the grass stepping sound is more swishy and less crunchy so they're harder to hear and can sneak up on you easier. Zombies have built-in armor and a few horde mechanics. Skeletons got their aim buffed. All those additions have made the mobs harder to deal with. Meanwhile spiders get potion effects occasionally, but that's not much considering how easy it is to two-shot them with enchanted weapons. I think that on Hard difficulty, they should be buffed in some way. The buff should be tied to regional difficulty. SuggestionMy suggestion is to give additional abilities to spiders with potion effects. Spiders only spawn with potion effects on Hard difficulty, and only at a rate depending on the regional difficulty. From the wiki:
Invisibility spiders should be left as-is. Secret ninja spiders with glowing eyes are already scary as hell, no need to buff them. Regeneration spiders should inflict a short poison effect when they deal damage. That way it doesn't matter how squishy they are, one bite still has the potential to pack a punch. Speed spiders should create temporary webs where a player or entity is standing when they deal damage to them. That way these spiders would be difficult to escape, as were pre-sprinting spiders. Credit goes to /u/MiniDickDude for this idea. The webs would work similar to the 'fake' ice made by frostwalker boots, and break after a few seconds. If they're broken before despawning, they'd drop string. If they're broken with silk touch, they'd drop cobwebs, making them farmable. Strength spiders should inflict weakness when dealing damage. That way they're a little harder to one- or two-shot in melee. Thanks for reading. This suggestion was inspired by this thread. [link] [comments] |
Posted: 24 Feb 2020 01:02 PM PST Hey everyone, Remember the target block that was gonna be introduced in 1.16 that we haven't seen yet? That no one is talking about (understandably)? Here's a recap: The block outputs a (single tick? Uncertain on duration) redstone signal (which you can capture via comparator) when you hit the target that is on one of the faces of the target block. The closer to the center of said target you hit, the higher the signal strength. Wonderful addition to shooting minigames. But another thing this reminded me of was training dummies. And how nice it would be to have an in-game reader for damage output. And so I introduce the punching block. If the target block measures accuracy, the punching block measures power. Sword swings, arrows, tridents, punches, it takes in a damage value that would have been dealt to an entity and outputs it as a one tick comparator redstone signal. The higher the damage, the higher the signal strength. Maybe the block can also record impact strength from idk, falling entities, or maybe that should be a separate block. Short and simple, that is all. Thoughts? [link] [comments] |
An advancement for collecting all banner patterns (+update) Posted: 24 Feb 2020 11:18 AM PST This requires an enchanted golden apple, a wither skull, a creeper skull, a maxed out cartographer villager and an oxeye daisy (correct me if I'm wrong on any of these) Not sure about a name at the moment, suggest in the comments Vote for the suggestion here: https://tinyurl.com/vperqul Oh by the way I made a feedback page for my last post on unlocking all crafting recipes - look here https://tinyurl.com/yx7nn9no [link] [comments] |
Posted: 24 Feb 2020 02:44 PM PST I'm genuinely surprised this isn't a feature yet. However, whenever you shoot arrows from your bow or otherwise, they will loose their name upon being picked back up. I think it's time to change this. Apparently, according to the bug reporter, this is not a bug, but rather, a 'feature suggestion.' It just makes logical sense, so I'm putting it here for now. What you guys think? [link] [comments] |
Posted: 24 Feb 2020 12:53 PM PST The green orchid bees would be a extremely rare variation of the normal bees, that would be, as the name implies, green.The probabilities of spawning of these bees wou be like the ones with the pink sheeps, so extremely rare. These bees will only have a different color, with no changes to their behavior, and have nothing to do with the orchid (maybe be more attracted or something) so this is only a reskin (shiny bee) Also, this is the post that gave me the idea https://www.reddit.com/r/interestingasfuck/comments/f8l2hm/orchid_bees/?utm_medium=android_app&utm_source=share [link] [comments] |
Posted: 24 Feb 2020 02:08 AM PST I'm always finding really cool enchanted tools and enchantment books, but I can't do anything with the enchantments. A friend of mine found a book with 5 enchantments, all which are to be used on different things. (Tools, weapons, armor). So the book is completely useless. It's pretty upsetting finding these and not being able to use them, so I think it'd be pretty neat if we could move the enchantments to a book. To avoid it being OP, it should cost 10 points to move it, it should break the original item, and should downgrade the enchantment itself. So if you have smite 3, it falls down to smite 2. The higher the enchantment, the more expensive it is to move. Hope this hasn't already been posted. I just found this subreddit and I've always wanted this to be implemented. [link] [comments] |
One New Update, Two New Ores, Three new Materials The "Metals" of the Nether Posted: 24 Feb 2020 02:57 PM PST So with the nether update as it is now if you did a nether only survival, So what if there was another material to craft with.... maybe two... how about three Crimson Ironum Warped Platiron So far we have two new materials both better and worse than Iron at the same time.... If crafted in the same way as Netherite 4 Crimson ingots and 4 Warped ingots, And maybe a Bonding agent in the middle(open to suggestions) this would give you quite literally. Platinum, A purple ingot that is the best of both worlds, the increased durability and speed and damage, This would be Better than iron but not as good as diamond, Here is a mock up of what they could look like (yeas it is literally just altered hues aha) Maybe Platinum could also be the replacement for iron in recipes for other items, such as buckets, pistons, ect, [link] [comments] |
Slate, a new rock type found exclusively in the nether. Posted: 24 Feb 2020 02:21 AM PST Generation Slate would generate in small clumps on the walls of soul sand valleys. It would be fairly common to find. Appearance Slate would be similar in color to dark grey clay but slightly darker. It would have a sort of wave-like texture. Funcionality Slate would be affected by gravity. Unlike sand, gravel and powdered concrete however, slate would only fall if it was not touching other non transparent blocks that aren't slate. This effect would be transfered through other slate blocks. Think of it like this. If a slate block is touching another solid block that isn't transparent then it will not fall, if another slate block is touching the previously mentioned slate block then it will not fall. This would be extremely useful for making stuff like colapsing floors/rooms without the need need of using command spawned in sand, then updating it or using string that get's broken. Side notes Slate would be in between netherack and stone in terms of blast resistance and hardness. Slate would not have any crafting recipes. Falling slate cannot be caught mid fall by another block that isn't underneath it. When placed next to a solid non transparent block by a player slate will not fall without a floor. [link] [comments] |
Water you pick up should stay the same color, no matter the biome. Posted: 24 Feb 2020 02:17 PM PST Title explains it, if you pickup water from the jungle, it should stay the same color when you place it in the swamp. It's always such a shame when you created a beautiful base, and it gets ruined by the water color. Or when you are underground and the water colors of your self-made river suddenly change, because you crossed biomes. Edit: people are criticizing how hard it could be to implement, let's talk about the idea first. implementation can come after. it's a multi billion dollar game, i think they can manage. [link] [comments] |
Posted: 24 Feb 2020 11:53 AM PST Enderjellies are about as big as a Ghast and spawn in the Outer End Islands. They are mainly Ambient Mobs, and only serve to make the place look slightly more alive. They look like giant black jellyfish with purple tentacles and a single eye, which looks like an Eye of Ender. They mostly float about in the void, producing deep, echoing clicking noises, similar to those a Sperm Whale emits to use ecolocation. They sometimes get close to the Isles. Being caught in their tentacles will deal 1 point of Damage in Easy, 1 and a half points in Normal and 2 points in Hard. When slain, they drop XP and can, uncommonly, drop an Eye of Ender. Thoughts? [link] [comments] |
Posted: 24 Feb 2020 09:53 AM PST Obsidian Golems! Making a t shape out of Obsidian and placing a Carved Shroomlight (using shears on a shroomlight) would summon a golem that has significantly more health, deals more damage, and is immune to lava, at the cost of speed most likely. The Carved Shroomlight should have a unique face, either something new or perhaps a Ghast or Wither face? [link] [comments] |
Posted: 24 Feb 2020 04:23 PM PST HammerA more expensive weapon that carries some interesting utility. Crafted by combining two sticks and either a log, cobblestone block, iron block, gold block, or diamond block. The netherite variant is made in the same way as others, by attaching an ingot to the diamond version.
Quake and Recoil can be combined with Efficiency to make a rather effective area-mining tool, as long as you're a fan of indiscriminate rubble clearing.
OccurrenceVery rarely, you might find an armored Pillager carrying a Hammer with your name on it. They would be aggressive and unperturbed by you building a fortification or hiding behind doors and walls, since they will try to smash it down to get at you. Hammers may also be rare loot in the Nether or in Strongholds. Lastly, if ever hostile Iron Golems are added (or Pillager-corrupted Golems), they might wield/drop Hammers when they die as a rare loot. [link] [comments] |
Posted: 24 Feb 2020 03:58 PM PST hello everyone, i know this is a common idea, but ,have you ever been to the nether, kill wither skeletons and they only drop normal bones? it's weird, a black skeleton giving white bones. what if minecraft add wither bones?. with many interesting things, which could be added to the game, an idea very very seen, but I would like to see it in the game with my mechanics. (you reach a fortress, you see a wither skeleton, you kill it and its drop a "Wither bone", what is it? what is it for?) WITHER BONE : The wither bone , a item than wither skeleton drop , is like a nomal bone , but now black , without many utilities (like bone itself) , but you can craft a new material , with more utilities than wither bone. WHITHER BONE MEAL : 1) the wither bone meal , is the its the opposite of the bone meal , when you use the wither bone meal in the grass , withers , (like wither xd) with 6 blocks reach (1 minus than bone meal) , turning grass block on dirt - dirt in coarse dirt , killing flowers , grass and coral if you unintentionally ,you exceed the wither bone meal on grass , to the point of coarse dirt , you can use a hoe , to return it to normal dirt 2) you can make damage to creepers puting wither bone meal close enough (because its like a plant anddd , bruh) 3) new crafteable block called Wither bone block (literally black bone block) you can put wither roses in it how i already said , this is a already seen , but , i know this is not going to pass , so when you have time and know how to do it , maybe make a mod , or see if someone else already do it. but , there is a bonus Bone Spike - Wither Bone Spike : this is like a wall block , craft like a wall block , but with bone meal , and wither bone meal , a new block of construction that , can be used for alot of thing , like better fossils or thing like that , but there is another thing , wither bone spike now replace the soul sand to create the wither boss , why? easy , the wither bone spike need soul sand/soil to be created (like this) # # # W = wither bone meal S W S S = soul sand/soil S W S # = nothing and that is , thanks for read , and goodbye [link] [comments] |
Posted: 24 Feb 2020 03:40 PM PST Putting 2 wheat, 1 bucket of milk, and 1 sugar in a crafting table should make a muffin. Additionally you could add 1 sweet berry when crafting to make sweet berry muffins. When you craft a muffin you will get 3. The normal muffin would restore 2 1/2 hunger bars. The sweet berry muffin would restore 3 hunger bars. [link] [comments] |
Posted: 23 Feb 2020 09:45 PM PST Similarly to making path by using a shovel on grass blocks, you should be able to right-click a shovel on gravel to slightly lower its height and make it look more like a pathway. [link] [comments] |
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