Minecraft Take note from Guardians, and add some new mobs. |
- Take note from Guardians, and add some new mobs.
- Vexes should despawn when you kill the evoker that summoned them
- Why not Skeleton Knights
- New Mob idea: Constructors!
- pack.png should be an ingame painting
- Beacon beams should be enhanced
- The Khark, a new hostile arthropod mosquitoe.
- Two more curses
- there should be more discs specific to the dimensions
- Wither Skeletons spawn need to be better in the Nether Forteress.
- Cleaning Iron Golem with Wet Sponge
- Balancing story and ambiguity in vanilla Minecraft
- Sleet (Freezing Rain)
- Rabbits should drop eggs during easter
- Remove [Intentional Game Design] - beds exploding is amusing but absurd and constantly exploited
- There should be a villager king (and maybe villager guards)
- Suggesting the Endworm, a tunneling passive mob that can be used to bridge large gaps between End Islands prior to Elytra, and to auto-mine if brought to the Overworld!
- An idea for the end mob theme: The invisible Mercenary
- Mojang Pls: Braziers
- snow blocks should reduce fall damage
- Nether Portal Spawning Depending on Nether Biome
- Piglin Camps
- Weather command should return an error message in dimensions where weather is disabled.
Take note from Guardians, and add some new mobs. Posted: 21 Sep 2020 03:30 AM PDT These crazy creatures, the Guardians, have a lot of unique things about them. They're the only mob that uses a long-range hitscan attack, they're the only mob that has a Thorns-like effect, and for a long time they were the only enemy that spawned in water. They also have a really unique appearance, having one eye and spikes all over its body. Very few real-world creatures come close to looking like this, and furthermore, no creature in Minecraft looks like this. Husks, Strays and Drowned are great additions to make certain biomes feel a bit more dangerous, with the Husks giving you Hunger and Strays shooting tipped arrows of Slowness, they are all ultimately just reskinned pre-existing mobs. The basic Skeleton and Zombie, reworked to do something slightly different, but still function the same. The Zombies chase you and the Skeleton shoots you, there's really not much different. We need some more really unique mobs, more unique enemies to fight, not just in certain circumstances. Guardians are only found in Sea Temples, Ravagers only spawn in Raids, Phantoms only spawn after not sleeping for several days. You can easily avoid ever encountering these mobs, even though they're not really much of a threat in the late-game. Come on Mojang, you've been creative before, we've seen it. You can do some really amazing things. I want to see an update (after the cave update) that just focuses on adding a ton of new mobs to the game. Friendly, neutral, hostile, but unique. Think, walking cubes similar to Shulkers that can be tamed and made to sit in one spot to replicate a block. Tall 4-legged creatures that have a ground-slam attack, and two arms to either side of it to hit you with. Floating enemies that summon waves of falling projectiles that don't explode but deal high damage. Get super crazy with it. The enemies in the game feel all same-y, a lot of the mobs have been pulled straight from real life or myth (not that that's a bad thing,) and I'd love to see some truly unique and outlandish things that give the game more of an identity, like the Creeper but better. Edit: Since this post absolutely exploded, I feel I should clarify that I don't want a bunch of crazy bosses and super hard mobs to deal with, in fact I want a lot of new friendly mobs as well. My main point with this post is that I want more unique mobs. Friendly little walking blocks, and hopping creatures that can jump on your head for a ride, or big six-legged beasts that are gentle giants who bring you gifts. Just more unique things roaming around that are fun to interact with, that are unique to Minecraft. To make the game more alive and interactive than it already is. Edit 2: I've made a mob concept that I feel would be a great addition to Minecraft, while still fitting within the theme of having an outlandish mob with many uses! Introducing the Constructor! [link] [comments] | ||||||||||||||||||||||||
Vexes should despawn when you kill the evoker that summoned them Posted: 21 Sep 2020 07:33 AM PDT As someone who does a lot of raids, it's really annoying to deal with the vexes that stick around for seemingly too long even after you've beaten the raid. It'd make sense if they instantly despawned or at least started to take damage after the evoker is gone since it wouldn't be sustaining them with its magic anymore. [link] [comments] | ||||||||||||||||||||||||
Posted: 21 Sep 2020 12:41 PM PDT
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Posted: 21 Sep 2020 02:53 PM PDT I think Minecraft could use some new mobs, as detailed in my most recent post. Not just any mobs, but some new and unique mobs. So, here's one of them! The Constructor is a living block. That's right, similar to the Shulker, but this one's friendly! It has 4 legs (2 in the back, 2 in the front) that can retract into its body when not in use, and it has two large eyes on either side of it. It can climb on walls and ceilings, become a solid block at will, and even attach to other Constructors to a certain extent. It has an absurd amount of health and armor, being twice as strong as a Shulker that's always closed. It also doesn't drop XP, but drops a single piece of Quartz. Not very useful to kill, because it's not meant to be! This mob's eyes are very special: they can detect which blocks are next to it when in block form, to camouflage itself with its surroundings! However, it needs both eyes to be covered for this to occur. When it is not in block form, it will change its colors to show emotion! Green when happy (more than likely just fed, or shown a fancy block), yellow for neutral, red when it has been attacked, or blue when it's low on health. You can tame this mob using fancy blocks, such as Chiseled Stone Bricks (20%-30% chance) or Quartz Pillars (80%-90% chance), but they cannot be bred. You can find them in a colony of 10-30, either in a pile, or if there are enough of them you may find they've built a little house! Once tame they will follow you, and accept different commands from you depending on the items you use on them. When you right click the Constructor with a piece of Quartz, it will stretch out its tongue to touch the Quartz. Once in this state, you can right click a block to place the Quartz on it, which will then cause the Constructor to walk to that block and sit down to consume the Quartz. It will then remain in the form of a solid block until instructed to move again, either by being pushed by a piston or right clicked with any Pickaxe. While in this state, you can give it a Quartz Pillar to make it rotate 90 degrees clockwise, after which it will spit the Pillar back out. Not only is this the only living building block in the game, it also has one of four functionalities:
Note: they can only do one of these things at a time, and you'll lose any items you give them forever! In addition to all those cool abilities, they'll make a cool building block for parts of your base. Similar to scaffolding, they can be stacked on top of each other to world height, but have a limit to how far they can go outwards. Regularly they will have a limit of 4, but if there's Slime on them they can go to 7. If you have some with slime and some without, the limit will be determined by which is closer to the nearest support construct. These completely docile, tameable mob would serve a wide variety of purposes, and be fun to interact with, as well as incorporate in your builds! You could have them as part of the floor with pistons underneath them, to deploy them as needed, or to control doors or defensive dispensers. You could even use them as decoration if you wanted! A companion, a block, a redstone component. A Constructor. [link] [comments] | ||||||||||||||||||||||||
pack.png should be an ingame painting Posted: 20 Sep 2020 04:41 PM PDT so i'm sure that all of you know about pack.png, the default server icon in the early versions of minecraft. why not honor this by making it a painting ingame? [link] [comments] | ||||||||||||||||||||||||
Beacon beams should be enhanced Posted: 21 Sep 2020 07:40 AM PDT I'm not talking about the effects, but the fact it should be used for marking the landscape and help you locate some point from afar. I have a large village and after making my first beacon I planned have it at the center so it could be seen from everywhere. My disappointment was immeasurable when I found out that the beacon's beam stop rendering if you get 70 blocks far, by this point a pillar of blocks is better, even more if they emit light. [link] [comments] | ||||||||||||||||||||||||
The Khark, a new hostile arthropod mosquitoe. Posted: 21 Sep 2020 05:47 AM PDT Minecraft needs to add more arthropods in the futur, we have only spiders, cave spiders (rare) and silver fish (rare), spiders are the mob we see often this is why, we need a new hostile mob who appear often like the spiders. The KharkThe Khark is a flying hostile insect mob who appear the night and that can be find in the cave and the shamps the day. Their HP is more low than a spider like their attack, but their attack speed are very fast and they are fast like a baby zombie. These mobs attack in melee and always appear in group like you can find a group at 3 at 6 Khark depending the difficulty. When they touch the player they inflict the mining fatigue effect when a player is hit by them. The mining effect will last 10 seconds, after it will change depending the difficulty. Item :Khark niddle can be used to craft Mining fatigue arrow and potions who give mining fatigue. The player needs to replace the flint by the Khark niddle to obtain one mining fatigue arrow. For the potion of mining fatigue he needs a Nether verue, spider eye and a khark niddle to have a mining fatigue potions. Note : Mining fatigue on mobs, all their attack speed are very low, creepers will take 3x more times before exploding, the skeleton will take 3x more times for shot an arrow. It will be good to see, new hostile mobs for Minecraft, knowing it's been a while since we have a new hostile mobs who appear the night, and it will be good to introduce new potion, and make the mining fatigue effect use by the players. [link] [comments] | ||||||||||||||||||||||||
Posted: 21 Sep 2020 04:54 AM PDT I really like the curse mechanic in minecraft. I really do, it's really fun to mess around with them, but there are only two. So, here's two more I think fit the bill! (Keep in mind, I'm a map maker, so I'm looking at these from the perspective of how well they could impact other map makers) Curse of Burdening This curse can only be applied to weapons. What this does is it makes it so that you can only swing your weapon or attack with it when it is fully charged. It's like 1.9 combat at it's worst. Thankfully, it's just a curse. Curse of Cracking I bet you can already get an idea of what this is. Pretty much, it's the exact opposite of unbreaking... it breaks your tools and gear faster. [link] [comments] | ||||||||||||||||||||||||
there should be more discs specific to the dimensions Posted: 21 Sep 2020 09:59 AM PDT it would be very cool if every dimensions had a set of 12 discs the black ones by c418 in the overworld the red ones by Lena Raine in the nether and some white discs in the end every dimensions would have is own musical style and artists [link] [comments] | ||||||||||||||||||||||||
Wither Skeletons spawn need to be better in the Nether Forteress. Posted: 21 Sep 2020 02:41 AM PDT The Nether is considered like the last dungeon of the Nether, even if we have blaze who are dangerous, it's still a shame to see only blazes and rarely some wither skeletons in the forteress. This is why, why not make Wither Skeletons spawn like the illagers in the illager outpost, like that it will make this mob more viable and make the forteress more a forteress knowing that it's not logic to have a forteress who is empty when you enter in it. [link] [comments] | ||||||||||||||||||||||||
Cleaning Iron Golem with Wet Sponge Posted: 21 Sep 2020 07:47 AM PDT This ideal came up when I was washing dishes after dinner. As the title says, you can use Wet Sponge to clean Iron Golem and make them shinier. I have read many posts about cleaning vines on Iron Golem's body with Shears. But I think that "vines" look more like moss and clean them with Wet Sponge will be better. That's All. Thanks For Reading. [link] [comments] | ||||||||||||||||||||||||
Balancing story and ambiguity in vanilla Minecraft Posted: 21 Sep 2020 12:16 PM PDT I've noticed lately that there's been talk lately here about lore implications. It's not a full on trend, but it's something I've noticed happening lately. Often people will state that features don't work because of lore implications, or get really excited about what a suggestion could... suggest. You know what I mean. I'm not against lore or world building in Minecraft, but at the same time I think it should be thought over. Minecraft is first and foremost a sandbox game, with no explicit narrative or continuity. Whatever the game is about is entirely up to you, and so there's been a lot of different interpretations of the game over the years, both official and unofficial. However, the game isn't a blank canvas. Mobs like endermen and piglins have established personalities and characteristics, like their home dimensions and interests in certain materials. What makes these work is that they're primarily there for gameplay, and when not, usually for stuff like atmosphere. They're less lore and more like a gimmick or style. Minecraft should never have a set in stone plot, but at the same time, there shouldn't be an effort to make sure it couldn't have a plot. Even with more oddly specific or fleshed out aspects of the game, there's a lot of potential for unique interpretations. For example, I've been working on my own Minecraft story, and I'm planning on writing the piglins as a resistance against the wither skeletons, who now have a leader, a rogue wither named Simmons. None of this is a theory or anything, but all of it is based on established material, and could only make sense in the context of Minecraft. A recurring theme in the game is the frequent appearance of ruins, but what makes them so interesting is the ambiguity. Just how old are these ruins supposed to be? Are they all from one civilization, or from multiple civilizations? What caused them to end up like this, and could it happen again? When is the game even supposed to be set? Is it even supposed to be on Earth? These aren't plot holes, they're intentionally left open for the player to decide, resulting in infinite possibilities for the lore of the game. At the same time, I do feel like the game could use lore... in a sense. There are two reasons for this. Firstly, to keep a game fresh, you need to try new things. New structures are always cool to see in Minecraft, but there's gonna be a day when seeing a new temple isn't gonna have the same weight that it used to. Adding more depth to stuff beyond "rip" would make things a lot more interesting, but there should be a balance. One idea I had a while back was to add readable books as loot, which would give you gameplay hints under the guise of being stories. The catch is that they're intentionally written to be super vague and contradictory, so you can't tell what's fiction and what actually happened in-universe. The second reason is that Minecraft is more than just a game at this point, it's an entire franchise. Thing is, nothing built can last forever. Everybody knows what a creeper is, but considerably less people know who the main character of the sixteenth official Minecraft novel is. That's not to say spin-off media is bad, far from it. The point is that it's simply implausible (if not impossible) for any of these projects to become as popular as vanilla Minecraft, which is apparently supposed to be updated for at least a hundred years. Eventually, there will come a day when all Minecraft media we know today will cease production or distribution, save for the game that started it all. A simple way to fix this issue would be to add references to the spin-offs in vanilla, but they'd need to be extremely cautious. They shouldn't just, for example, add Jesse as a mob, because that would mean players would be expected to know his story and accept it as fully canon. As much as I like Story Mode, it shouldn't be treated as mandatory for understanding a far more popular game. If people want to treat stuff like Archie or those weird looking comics as fully canon, they should be perfectly allowed to, but this goes both ways. People put a lot of hard work into these projects, and in turn, a lot of people were impacted by them in various ways. At the same time, not everyone shares the same experiences as others, so give both sides something to remember. [link] [comments] | ||||||||||||||||||||||||
Posted: 21 Sep 2020 12:13 PM PDT Sleet is a mixture of snow and rain. In Taiga biomes and biomes that are in between snow and normal (except oceans), you get sleet, which looks like a bluish-white icy sort of rain. Sleet works just like snow and rain mixed together, and creates ice blocks on some surfaces, like grass. Sleet can also pile up, but melts in a few minutes. Sleet also causes damage to snow golems due to lots of water. Puts out campfires and fires. Sleet also causes water to freeze regardless of light level, unless not exposed to the sky. Sleet on the ground also causes mobs to look and sound like they are taking damage, but will not take damage, except for snow golems. This is nullified by Leather Armour. Sleet makes it so TNT and Creepers also take 2-3 seconds longer to detonate, and also falls like rain but also somewhat like snow. The ice blocks that form with sleet are half blocks, not full ice blocks, and melt away with flowing water, not source blocks. If the ice slabs are placed in the Nether, they will immediately melt with steam and no water after a few seconds (2 seconds shorter than a block of ice.) Sleet should be part of the weather command as well as Snow. Both make it snow and sleet regardless of biome when used in conjuction with the weather command. It cannot sleet/snow in dry biomes or the Nether/End. This idea came from a picture in my mind on Minecraft Switch as in a taiga biome. [link] [comments] | ||||||||||||||||||||||||
Rabbits should drop eggs during easter Posted: 21 Sep 2020 09:30 AM PDT I thought about this a year ago and was like yeah that could be a need easter egg [link] [comments] | ||||||||||||||||||||||||
Remove [Intentional Game Design] - beds exploding is amusing but absurd and constantly exploited Posted: 21 Sep 2020 03:29 PM PDT Quite a while ago, Mojang decided to make it so that beds, when used in the nether or end, exploded. This is a very extreme way of making it clear that the player cannot set their spawn in other dimensions (at least not by conventional methods) and further demonstrating the absence of a day/night cycle in these dimensions. It's a very unique mechanic and definitely promotes the quirky game features the early game was known for. Buuuuuuut... as it turns out, this feature is almost never predicted by a new player. Take a look at the bug report which resulted in Mojang changing the death message as an in-game clarification: https://bugs.mojang.com/browse/MCPE-28723 The Mojang team thought this was so funny they actually changed the death message to "Orendorff was killed by [Intentional Game Design]" ingame. sigh... If you have to label a game feature "Works As Intended", you're doing something wrong! Beds exploding is completely counterintuitive, and there's nothing in the game to suggest that sleeping in the nether will result in them being unfairly killed. This bug reporter wasn't actually killed by the explosion either time, which makes me think the damage must have actually been increased at some point after that. For some incomprehensible reason, Mojang wanted those warning bed explosions to be able to one-shot an armored player - and since the explosions start fires (unlike creepers and tnt), the player can actually lose hours of progress from what was supposed to be a learning experience! What's worse, the instant damage dealt by beds and the glitchy way that the explosions work for a 2-block long block mean that they're a terrifying weapon for trolls or speedrunners. Imagine if I posted a suggestion today for a "leather sword" which can fell a diamond armored player in a single stroke as long as they're in a plains biome. Colossal power, limited by an arbitrary restriction, available from the first few minutes of the game. Completely. Broken. So while I adore Mojang's creative humor (particularly the weirder and simpler jokes, like chickens giving birth to live young but also laying eggs), this joke was one that they took too far. If they want to keep the explosion, at least reduce the damage to a bit of a shock, weaker than a creeper, and remove the fire so it's a learning experience rather than a punishment for not reading the entire wiki before playing a game. If they decide to drop the explosion, there are plenty of other neat things they could do to prevent the player from sleeping; my dad suggested being able to lie down in a bed for a few seconds before you realize that you can't close your eyes. TL;DR, bed explosions are poor game design and not only fail to fulfill their stated purpose but are exploited by pvp trolls, speedrunners, and infernite miners as inexpensive weapons of mass destruction. They have to go. [link] [comments] | ||||||||||||||||||||||||
There should be a villager king (and maybe villager guards) Posted: 21 Sep 2020 01:55 PM PDT I think that a villager king would be a cool game mechanic. Imagine: Among the normal villages, there's a chance that a villager kingdom will spawn. A villager kingdom would be twice the size of the average village, surrounded by walls, and home to a small castle. The castle would house the villager king. Any village with a villager king will have better prices for trades, and would slowly expand, with more villagers spawning, and new villager houses and farms spawning in occasionally. Villager guards would attack hostile mobs and players who attack villagers. If a villager guard sees a player opening a villagers chest, it would attack the player for attempting to steal. If a player could kill the king and don his crown, the player might get a "Royal Treatment" or "Kings Loyalty" effect, which causes guards within the village to defend them, as well as everything else that would happen with a normal villager king. Sorry if this was to long. [link] [comments] | ||||||||||||||||||||||||
Posted: 21 Sep 2020 03:53 AM PDT If this post is too long, read the large bold text only!Spawning and Locating The Endworm is an uncommon - but not rare - passive End mob that grows in size but starts just bit larger than a Large Chest, taking up slightly more space than 1x2 blocks. It can be found inside Large End Islands, tunneling through the End Stone. The player can hear the tunneling sounds as rumbles, so they will know an Endworm is somewhere below them. Endworms also 'burp' every time they fill one of their internal 'stomach' slots with a stack of End Stone (see the next section), the sound being just as distorted and strange as all End mobs. Once the player enters a tunnel made by an Endworm, catching up to the maker should be relatively easy, so one does not need to find exactly where the Endworm is located before digging down. Tunneling and Growing Endworms slowly move in all three dimensions (i.e., left, right, up, down, etc.) while inside the End Stone of an End Island, breaking the 3x3x1 square of End Stone in front of their head as they go. This End Stone is collected in an internal 'stomach' that has a capacity of 5 storage slots, same as a Hopper. Each slot can house 64 blocks of End Stone, as normal slots do. Each time this internal storage runs out of room, the Endworm increases in length by another Large Chest's worth of size, increasing their storage slot capacity by 5 each time. Their health also increases when this occurs, starting at 20 and gaining 10 per length added. A deeper, more rumbling burp than normal also occurs. Endworms have a maximum length of 16 sections. Thus the largest possible Endworm has 170 health, is 32 blocks long, and possesses 80 internal stomach slots capable of holding 5120 End Stone total. Fleeing and Bridging Endworms avoid tunneling out of their End Stone if possible, but if attacked, they will flee their attacker in the exact opposite direction (usually horizontal), regardless of whether there is any End Stone or other blocks to support this action. If an Endworm encounters open air while fleeing, it will begin spitting out (placing) the End Stone in its storage slots as it crosses the Void, creating a 3x3x~ bridge with the center block being empty for the Endworm to occupy (thus using 8 End Stone per 1 block advanced horizontally) as it goes. An Endworm stops only when either the attacking entity is more than 64 blocks away, or it 1) enters open air, 2) bridges for at least 20 blocks, then 3) encounters more End Stone to tunnel into, forgetting it was being chased. Once over Void, Endworms will attempt to make it to the next-closest island in the direction they are fleeing. This means the player can hear an Endworm tunneling around below them, track it down, and hit it in the direction of an End Island that is too far away for an Ender Pearl, causing it to flee in that direction while making an End Stone bridge across the Void for the player.Drops Attacking one section of an Endworm attacks the whole Endworm, but each section drops its own items/exp where that section was located when the whole Endworm was killed. Each Endworm section will drop all of their stored End Stone, as well as 5 experience. Each section of an Endworm also drops one Endworm Lump, a food item analogous to Raw Chicken in terms of saturation, hunger, and being turned into Cooked Endworm Lump. Endworm Lumps could also possibly be brewed into a new Potion themed around digging, such as this other idea of mine, though this isn't necessary; I mainly wanted a source of meat from the End, since non-meat food exists (Chorus Fruit). Other Behavior Endworms will avoid breaking any End Stone exposed to air at all costs, unless they are fleeing an attacker. Endworms will stop tunneling and become idle if they have no other valid End Stone to tunnel into, meaning that the most they can do is hollow out an island before they run out of End Stone to break, since they will not surface unless attacked. Endworms that reach their maximum length (16 sections) and fill all slots will become idle and begin a distorted 'purring' sound. Endworms that run out of End Stone while fleeing over the Void will simply stop where they are, so players need to find Endworms that look long enough (recall they increase in length each time they fill their last section with End Stone) to make it across. The below table shows how many blocks different-sized Endworms can travel horizontally.
Breeding and Mining Endworms will attempt to tunnel downward if they are not surrounded by blocks. They cannot tunnel through non-'basic' blocks, like End Stone Bricks, Purpur blocks, or Glass, meaning that in the End they can only consume End Stone. However, if the player does manage to get them out of the End, they will tunnel through any 'basic' ground block (i.e., dirt, stone, sand, netherrack, ores, etc. but not stone brick, nether brick, cobblestone, etc.) as they would through End Stone. Any resulting broken blocks can be found in the Endworm's inventory, and thus the Endworm can be used for mining purposes if one can stomach - get it? - killing them for their contents afterwards. But wait! Maybe your Endworms don't need to die! Endworms can be fed any food item, though only 4 have any effect on them. Chorus Fruit heals them and can be used to breed Endworms, making them plant a single Endworm Egg on the nearest End Stone, similarly to a Turtle with Sand. Mining this Endworm Egg with Silk Touch (again like a Turtle Egg) makes it significantly easier to get an Endworm out of the End. The other three food items that affect Endworms are those that inflict the Hunger status effect: Raw Chicken (30% chance), Pufferfish (100% chance), and Rotten Flesh (80% chance). If Hunger is inflicted on an Endworm, it pulses green, a distorted burping sound effect is played, and the Endworm then ejects all consumed items, dropping the items in front of itself and then continuing to tunnel with an empty stomach. Recall that Endworms which reach their maximum length (16 sections) and fill every slot will become idle and begin a distorted 'purring' sound, giving an indicator of when the player should make them throw up their haul. This means Endworms can be used to auto-mine if the player can bring them to the Overworld or Nether. They cannot be tamed, however, only bred, set loose, corralled, then made to eject their contents using the Hunger status effect when you hear their contented 'purring' (which means they are full).Beware: Endworms are not fireproof. They will avoid lava if they know it is there (as other mobs do), but if one is set loose in the Nether it will almost certainly die due to tunneling into lava anyway. What do you think? Thank you for your time and feedback! [link] [comments] | ||||||||||||||||||||||||
An idea for the end mob theme: The invisible Mercenary Posted: 21 Sep 2020 01:52 PM PDT Copied from my comment on the monthly theme post because I think I posted it in the wrong place. Stealth-based hostile end mob. Call it the Mercenary, perhaps. It turns invisible when it sees the player, teleports near to the player, attacks for the same damage as an enderman or better, and teleports a short range away to avoid retribution as it has very little max health, say about a regular farm animals' worth of hp because otherwise it'd be too powerful with stealth. Perhaps like the Piglin in size and general body type but maybe it looks like it's wearing a purple cloak with purple eyes and totally darkened face (like you can't really see into the cloak, only the eyes shine out. Or, it could be like the enderman). It loves chorus fruit like piglins love gold. You can distract it by dropping fruit on the ground, it will go invis if you are too close but will still pick it up regardless of how close you are, giving you a good guess of its' location. During the short distraction window you have a decent amount of time to kill it. It drops ender pearls, chorus fruit and occasionally invisibility potions or iron swords (although it never holds them, it can be implied that's what they're hitting you with). It loves to hide in chorus fruit fields. That is all. [link] [comments] | ||||||||||||||||||||||||
Posted: 21 Sep 2020 09:15 AM PDT With the addition of campfires, I think that opened the door for more decorative lighting blocks I mean, we have jack o' lanterns and lanterns, why not. It would be very cool to light up things like castles and greek temples with. The brazier would be like a bell in that it has 3 forms: wall mounted, freestanding, and ceiling mounted. Hanging, freestanding, wall mounted The crafting recipe would be 3 iron like a bucket and either a torch or a campfire in the middle. While I know there's probably a mod for this, I really feel it would have a place in the base game. Thoughts? [link] [comments] | ||||||||||||||||||||||||
snow blocks should reduce fall damage Posted: 20 Sep 2020 06:09 PM PDT Snow in real life has provided a softer landing for me then regular jumps and I think it would make sense for this to be in Minecraft. [link] [comments] | ||||||||||||||||||||||||
Nether Portal Spawning Depending on Nether Biome Posted: 21 Sep 2020 12:54 PM PDT If implemented,depending on what biome a nether portal forms in different mobs will something come out to the over world. Biome Spawning Variants: Crimson:Zombie Piglin or Zoglins Warped Forest:Endermen Soul Sand Valley:Skeletons or if portal is big enough,ghasts Basalt Delta:Random size magma cubes and if big enough ghasts Nether Waists:Zombie Piglin or endermen on rare occasions If nether portal is near a lava sea in any biome a strider will also sometimes come out. [link] [comments] | ||||||||||||||||||||||||
Posted: 21 Sep 2020 07:50 AM PDT So, we have bastions as piglin residences, but they are dungeons. They are not hostile villages. Piglins are a civilization, and they are talented enough to mine and make gold, and turn it into armor, they know how to manipulate blocks and do things with their hands. So I was thinking, in crimson forests and nether wastes, piglins should create small little camps, with houses made out of blackstone and warped planks. There could be little tents as well, and they could have small chests with gold nuggets and some materials that the huts are made of. About 5-13 piglins could stay there, however, these are just random numbers that can be changed. Another cool feature would be that near the structure, hoglins would spawn more often there. This could be beneficial to people making nether bases, because it would be a steady source of pork chops (or whatever mojang eventually makes the hoglins drop). Constructive criticism is useful, but don't be rude, it's unhelpful. Thanks for coming to my TED Talk. [link] [comments] | ||||||||||||||||||||||||
Weather command should return an error message in dimensions where weather is disabled. Posted: 21 Sep 2020 12:25 PM PDT I think the standard message "Changing to [weather condition] weather.", message should return as an error in dimensions where the weather is disabled, like the Nether. The error message should look like this: "This dimension does not support weather conditions.", or "No weather occurs in this dimension [dimension name].", or "Unable to change weather in this dimension - [dimension name]". I think the Changing to [weather condition] message is misleading in dimensions where weather is disabled. Also, when in a dry biome, the weather command should return a message when setting weather to thunder, saying "Thunderstorms will be dry in dry biomes." [link] [comments] |
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