Minecraft New Bow Enchantment - Seeking |
- New Bow Enchantment - Seeking
- Adding Petrified Wood to vanilla (Alpha Slabs)
- The fire in Furnaces is animated.
- Right clicking when you're holding a firework in a minecart boosts the minecart
- Make Sweet Berries a Mandatory Ingredient in Cake
- Rice in Minecraft
- If a baby villager's parent dies near the baby villager or near the village, the baby villager gets sad
- Piglins turning into Zombified Piglins
- Have a [Has Parrot On Shoulder Tag]
- Iron Bar ideas
- Thunder!
- Hoppers should pick up arrows that are shot at their top.
- Portals Generating in the Overworld should spawn with some netherrack
- Rainbow and clouds
- "Tough skin potion" absorption defence
- Soundproofing?
- “Advanced” gamemode – more diverse and varied than just plain old “harder” mode
- Curse of immobility
- Fruit Salad
- My Answer to revamping mountains (and caves) Introducing the 1.17 "Highs and Lows Update"
Posted: 19 May 2020 09:08 AM PDT This is a unique bow enchantment which is a very interesting enchantment that I could see coming to minecraft This enchantment is called seeking Purpose: This enchantment will cause the arrow to bend towards the nearest entity, this is a very slight bend but will avoid your shots from missing if you missed the target by around 0.3 of a block in all directions, Obtaining: This is only obtainaible in End Ship chests, its an end game enchantment and also makes sense as shulker projectiles bend towards you Other: This enchantment is Incompatible with Flame or Punch, the best bow you can have is Power V, Seeking, Infinity, Unbreaking III Levels: This enchantment only has 1 level similar to Infinity and Mending, but if you use commands to increase it the arrow will bend further and further Special: There is a quite low chance that Skeletons in the soul sand valley carry bows with seeking, [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Adding Petrified Wood to vanilla (Alpha Slabs) Posted: 19 May 2020 06:44 AM PDT For those that don't know, Until release java 1.3.1, Wooden slabs (that were just the oak variant) had the same properties as stone slabs - they required a pickaxe to mine and didn't burn, despite having the oak planks textures. Those slabs are still present at servers that still use the same worlds since 1.2 (Like 2B2T). In real life, petrified wood exists, and, according to wikipedia occurs whem "wood becomes buried in water-saturated sediment or volcanic ash." In minecraft 1.16, a new biome has been added - the basalt deltas, which is supposed to resembel a volcanic area, which would be a very good place to add a new type of tree - a petrified tree, that could be crafted together with all the different types of wood to make, for example, "Petrified Oak Wood" which would allow to make all of the different oak blocks - Stairs, slabs, 6 sided wood, as well as stripped versions of both the oak logs variations. I am not that skilled with photoshop, but I made a Concept Image (Edit: Petrified trees don't have leaves IRL, thanks to u/PescavelhoTheIdlefor for mentioning it.) for how It could look. I used an a regular oak tree but It probably should be a different looking tree than any other tree. The petrified wood could be used to combat wood burning, and by that it could allow building with lava and more. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
The fire in Furnaces is animated. Posted: 19 May 2020 12:08 PM PDT Why isn't it? Smokers and Blast Furnaces are animated, the fire in regular Furnaces should be animated too. Of course, this wouldn't apply to Programmer Art. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Right clicking when you're holding a firework in a minecart boosts the minecart Posted: 19 May 2020 09:16 AM PDT Works same way as an elytra. This would be as fast as if the minecart was powered by a powered rail, when doing this while on a powered rail it's twice as fast. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Make Sweet Berries a Mandatory Ingredient in Cake Posted: 19 May 2020 02:34 AM PDT you can clearly see some cherries on the texture so I think that this should be added [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 May 2020 12:14 PM PDT Rice would make for good Asian builds, as well as being a poor food source and a recipe could also be added for sushi, this would be any fish + kelp + rice and would provide a higher (preferably normal) food source [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 May 2020 11:07 PM PDT Basically if either of the two parents die, the baby villager will start crying (having water particles come off it that go down). This happens only if the parent dies within 30 blocks of the village, 30 blocks of the baby villager, in the village, or within sight of the baby villager. Iron Golems prioritize giving crying baby villagers flowers over other baby villagers. Crying baby villagers don't play with normal baby villagers. Crying baby villagers stop crying if given a poppy by a player or iron golem. Adult villagers attempt to comfort the CBV by standing near it and making quiet versions of the villager sounds. If comforted by 5 different adult villagers, the CBV stops crying. If both parents die, more water particles appear, and there needs to be either 10 adult villagers comforting the CBV or the player needs to give it a poppy while having a positive reputation or hero of the village (the golem can't do it). [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Piglins turning into Zombified Piglins Posted: 19 May 2020 10:27 AM PDT When Piglins transform to Zombified Piglins they should carry over their weapons/hand items. It doesnt make sense for a golden sword to pop out of no where, and they also carry over what they were wearing too so why not weapon/hand items? I think eventually they should just drop the item because they would have no idea how to use it [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Have a [Has Parrot On Shoulder Tag] Posted: 19 May 2020 11:59 AM PDT Make it so Humanoid Mobs In Minecraft Such as Zombies And Skeletons Can Have a Tag which is [Has Parrot On Shoulder] which would then when summoning In a mob with this tag a parrot would sit on the shoulder. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 May 2020 11:34 AM PDT Let's face it, iron bars don't have much of a use besides looking cool. Fences or walls do much better at trapping players or mobs, and iron bars can just be broken out of, and can't be used horizontally, which is who I present a new use. Firstly, to get this out of the way, iron bars should link together horizontally the same way they do vertically, to look like some sort of iron grate Now for the use. No other blocks have this, so I think it would make iron bars unique and actually hard to get out of if you're trapped in them.
Hopefully this link works to the feedback page https://feedback.minecraft.net/hc/en-us/community/posts/360065930891-Better-Iron-Bars [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 May 2020 09:01 AM PDT Simple Aesthetic (Audio + Visual) Improvements to Storms. Storms are pretty bland and a slight touch-up could be nice. At the moment, thunder only occurs whenever lightning strikes, which is pretty uncommon. I think by adding more thunder we could greatly improve the atmosphere of the game by making the weather feel more immerse and natural. Before Storms A few minutes before a storm actually starts, distant rumbles would be heard every now and then. Sometimes you would even see small flashes in the clouds. The clouds should slowly get darker during this time. During Storms The thunder and flashes become more intense. The thunder becomes louder and the flashes become brighter. Both also become more frequent. After Storms As you would expect. The thunder and flashes start to die down in intensity until it completely stops. The clouds would also slowly fade away. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Hoppers should pick up arrows that are shot at their top. Posted: 19 May 2020 01:11 PM PDT When you shoot an arrow, you can pick it back up be walking near it, like a dropped item. Both dropped items and arrows count as entities in the game, and the game can tell the difference between an arrow shot by a skeleton and an arrow shot by you, seeing as you can't pick up arrows shot by a skeleton. Even with the multishot enchantment on a crossbow, only one of those arrows can be picked up. It's no stretch of the imagination to extend that ability to hoppers, letting them suck up arrows. The practical application of this? Someone could, say, set up a constant stream of arrows shot out of a dispenser, and they all get sucked up by hoppers and stay in circulation. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Portals Generating in the Overworld should spawn with some netherrack Posted: 19 May 2020 11:36 AM PDT When you build a portal in the Nether and go through it, the portal that spawns in the overworld should spawn with just a bit of netherrack. Not nearly as much as ruined portals, but it would make a nicer transition, especially if the portal generates in the sky above an ocean. Of course, to prevent a build from being messed up, the rack should only replace surface level ground blocks that aren't used in builds (grass, dirt, stone, etc.) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 May 2020 02:55 PM PDT Maybe when it is raining there be more clouds and the rain is only below clouds, after raining there is a rainbow in the sky [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
"Tough skin potion" absorption defence Posted: 19 May 2020 03:43 AM PDT Would add a new potion + effect similar to absorption achieved from golden apples. The potion would be brewed with, for example, an iron ingot/block, obsidian block, netherite scrap, etc. This potion would give a few golden defence icons, indicating that you have more defence for as long as the potion effect lasts. This can be very useful for situations like pvp, but could give a good advantage which is why it would, imo, make more sense to be craftable in late-game, so it would be better to have it brewed with, for example, netherite scrap. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 May 2020 10:38 PM PDT Walls would negate or amplify sound based on their type. Hard blocks such as iron would amplify sound, allowing auditoriums, while several layers of wool would create silence (perfect for everything from assassinations to recording). Soul sand and generated stone could provide echo effects, for that spooky cave feel. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
“Advanced” gamemode – more diverse and varied than just plain old “harder” mode Posted: 19 May 2020 05:30 AM PDT Many people think minecraft survival is too easy, is not truly a survival or many dangers are avoidable. I don't think the current survival should be changed. Instead, I propose a brand new gamemode, the "advanced". This gamemode(much like hardcore) isn't easily toggleable with commands and is more of a world-wise gamemode than player-wise(again, much like hardcore). Unlike hardcore, you have infinite lives and can respawn, but it's more advanced. When in advanced gamemode, your difficulties are not easy, normal and hard. Instead, they are expert, master and insane. All of them are harder than hard mode. Cheats are always disabled in advanced gamemode. Hearts in advanced mode are reddish-purple and have the hardcore eyes Alternatively, it could also be possible to toggle between hard, expert, master and insane in hardcore, but let's get back to the main suggestion. In each of these 3 difficulties more mobs spawn, local difficulty rises faster, mobs deal more damage, raids have more waves and that kind of stuff you would expect from a harder difficulty. Each difficulty also has all(negative) aspects of the previous ones and the hard difficulty's ones. Expert difficulty – the "easiest" advanced difficulty, still harder than hard. mobs that are weak to sunlight have an incerased chance to wear helmets, armor protects less against potion effects, mobs don't fight each other, creepers cancel their explosion only when the player is further away, monsters need to be much further away for you to be able to sleep, witches spawn more frequently, mobs on fire set you on fire upon attacking, slimesand magma cubes spawn bigger. Master difficulty – harder than expert, but not hardest. saturation heals less, zombies sometimes spawn with pickaxes and can break iron doors, mobs weak to sunlight always have a helmet, phantoms spawn regardless of insomnia, raw food always gives hunger, spiders have 50% chance of having a potion effect, iron golems built by the player have a bit less attack damage, but village ones more, angry bees don't die after stinging, mob spawners spawn more mobs, more frequently and at a greater distance, Killer bunnies spawn naturally, the void deals 20 damage per second, skeletons attack wolves, if a wither is active in a world, it's permanently night, end crystals reappear every once in a while. Insane difficulty – the hardest difficulty, play at your own risk, only the players that want true extreme mode play. Creepers blow up blocks on purpose to give other monsters a clean way, spiders always have a potion effect, monsters always have full armor and enchanted weapon, witches spawn at day, monsters have a natural regeneration, endermen call for reinforcements, all illager mobs call for reinforcements, vindicators can break doors, charged creepers aren't scared of cats, making an iron golem angry makes all other golems angry too, ghasts and withers explode upon death. I think this would give an excellent challenge that has 3 tiers to experienced players/players that want a challenge ~ [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 May 2020 11:37 PM PDT The Curse of Immobility can prevent players from teleporting or going through portals. It can be found on items in end city chests and fished items. It also slows down all other modes of transportation and players can no longer sprint. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 19 May 2020 12:13 AM PDT Simple, with a melon slice, sweet berry, and an apple, all with a bowl, you get a bowl of fruit salad! Eating it will restore 3 shanks and give 2 saturation, because fruit is good for you. It gives a use for sweet berries other than foxes and villagers. I'd make it all the time. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||
My Answer to revamping mountains (and caves) Introducing the 1.17 "Highs and Lows Update" Posted: 19 May 2020 02:45 PM PDT I was recently asked what I think will happen with the mountains from the minecon vote. It got me thinking, and I put together my best case scenario for this update. Some of it is pretty unlikely to happen, and other parts might feel more like a modpack. But nonetheless, I'd much rather have this than what will probably be a lazy addition to shut people up, i.e. Llamas. This post is meant to read kind of like patch notes. Introducing 1.17 - The Highs and Lows UpdateBiomesHighs
Lows
Blocks and ItemsItems
Blocks (all Slate and Quartzite have stair and slab variants as well)
AnimalsPassive/ Neutral
Hostile
AdvancementsHusbandry
Adventure
Structures
Mountain RangesThe Mountain range is a mega biome, consisting of many high, impressive looking mountains. This biome will have different biomes generate inside of it, called sub-biomes. These can range from river valleys, to Jagged Cliffs. They are as follows: Jagged Cliffs This is a treacherous biome, with stalagmites hanging from above, in the canyon below, some even come out sideways. it is one of the more rare, most commonly found at the edge of the range, or bordering above a river valley. Mountainous River Valley Formed between two mountains in a range, these are shallow rivers that flow down through the mountains out to a river biome or ocean. sometimes these are stunning rolling hills that are surrounded by mountains, Other times they are tight ravines between two deadly cliffs. Dramatic Peaks By far the most impressive looking of the 3 sub-biomes, the Dramatic peaks is bound to take your breath away. Some standing at level 192, this is the tallest thing that can be generated, including end cities! If you dare summit it, you can watch before your eyes as grass turns into rock turns into ice and snow. maximum 2 per mountain range so it is still possible to traverse the range You can explore this exciting new region to find the lore behind the goats, and even become the Goat King! CAVE BIOMES!Ladies and gentleman, after 9 years of wait, we present to you the cave biome, once again broken up into sub-biomes. You can learn more of what happened before you spawned here, and maybe uncover the secret race that existed here before you. And of course you can do all of this while taking in the beauty of these new cave biomes. They are as follows:Vegetated Cave So you might not be able to grow a garden down here, but this is as lush as it's gonna get this low. These mass expanses of cave will be covered in vines. Hungry? No longer an issue! In the Vegetated Cave you will find mushrooms and cave root o'plenty. Eat up! Spawns anywhere from layer 24-70. Cave lookout Cool new caves need cool new entrances, right? Well we have got you covered! Cave lookouts spawn from layers 66-80, and are filled with exposed ores, lave, and stalagmites. These will lead you straight into your cave biomes, to the point you don't want to go in the cave because this place rocks! Cavernous Depths "But I don't like change" says Java edition 1.8 only player. Well this update STILL has something for you. The Cavernous Depths are the classic caves you know and love and honestly still make up over half of the cave biome. Even these old, tired caves will still have basalt, and ravines! There is one more sub-biome, but it is so in depth it gets it's own category Miner's DemisePicture this. You are exploring the Vegetated Cave. You back away from a stalagmite, through some vines, into pure darkness. You try to put on a torch, but it won't light. There isn't enough oxygen. You go to the surface and grab a flashlight, and come back down to find that you just stumbled into a massive dungeon. Welcome to Miner's Demise. The main cave A good chunk of this biome is dungeon, but there still is cave. Here you will find lava lakes, slate in the walls and floors, and weird black and red bats. Below all of the treachery though, veins of ore that are double the size of anywhere else. Spawners This dungeon is also full of spawners, of mobs that have never been put in spawners before. Here you will find Husk, Stray, and Endermite spawners. But here's the thing; THEY CAN'T BE TAMED. You can fill the surrounding 150 blocks with light sources, but they will just keep on coming. Parkour Tests These rooms are made of lava, the final jump of the parkour is a loot chest. In that chest is diamonds, Gold, Emeralds, Everything. Oh yeah, and it's one way, so you have to do it again. Vampire's lair This room is just any average room, except it has glowstone in it and a bat spawner, which can't be deactivated. YOu have to ask yourself if you can handle the bats, and if you can, will it be worth it? Loot Rooms In these, there is a complicated piston trap for the chests.Sounds easy, right? Oh yeah, I just remembered that just below the room, its enough TNT to flatten New York. Choose wisely. Boss Room These are epic auditoriums where you fight the two bosses added in this update. It is made out of obsidian and bedrock, minus the spawner. You can use this with no end, but the loot gets better the harder the fight is. In here you get trophies, a cloak, and a really good food, Catacombs This is a tightly wound hallway, made out of bone blocks. at the end of this maze, is your final reward. A ladder to the surface. Of course, there are tripwires and pressure plates that could shoot splashes at you, and arrows. I personally think that "Mega-Biomes" could be a cool way to have a significant area of the world play very differently than the rest, without adding new dimensions. At the same time, loading blocks at level 192 would probably be taxing on the hardware. The Goat Queen and Vampire bosses would just be some fights for people who have only had a dragon egg in the trophy room since 2011. Stalagmites technically only come from the floor, the ceiling ones are Stalactites, but having it be one directional block would be easier, and take up less inventory. The Miner's demise dungeons would admittedly be very difficult for new players, and as a result at least the rooms would have to have the same layout to help combat the traps. Slate isn't really an igneous block, I just think it would fit in the menacing cave biome. Quartzite might be hard to distinguish from Granite as well. Please if you made it this far, give me feedback, what you do like and what you don't like, maybe explain your dream mountain update. [link] [comments] |
You are subscribed to email updates from Minecraft's Suggestion Box. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |