Minecraft To save yourself from death, there is the Totem of Undying. To find where you died, suggesting the Tombstone! |
- To save yourself from death, there is the Totem of Undying. To find where you died, suggesting the Tombstone!
- Change the fishing rod recipe to use an iron nugget
- New Enchant: Magic Resistance
- A new achievement
- Crying obsidian should work for farming
- The level of water in the overworld should fluctuate between places.
- Giant ravines: A bigger kind of ravine with a few new features.
- Make renamed mobs drop renamed items
- Pink dolphins.
- Modularization via a Forge-like mod system
- New Enchantment: Melting
- Magic Update
- The Abyss dimension - A place found deep in the sea.
- Mossy blackstone bricks
- Bundle of sticks
- Lossless Crafting
- Ideas for more teleportation-related features (teleporter blocks, new End structure and mob)
- More Item Customizability in an Anvil
- End Toads - Whistlers
- Testforblock inverted
- There should be an option to check which workstation a villager is assigned to.
- Crying obsidian from normal obsidian
- Bring back the old netherreck texture as a new ore
- Custom mob spawning
Posted: 05 Sep 2020 04:05 AM PDT TL;DR: See the large bold text if you don't want to read more than a paragraph or so; I put the 'Effects' section first this time! EffectsThe Tombstone has two different functions that have little relation to each other. The first use happens when the Tombstone is manually placed by the player, while the second use occurs when the player dies while the Tombstone is in their hotbar.
When manually placed by the player, a UI similar to the Book-and-Quill opens where the player can type a message, such as "Here lies Rex, who decided running in front of my Netherite, Sweeping Edge III, Sharpness V Sword while we were fighting Zombies was a good idea. He will be missed.", or something. Unlike a Book and Quill, there is only one 'page', with a maximum character count of 255. The tombstone can be clicked by others to read the message, similar to a Written Book. A Tombstone has no other effects when manually placed. This is mainly just a flavor thing; the real functionality is below.
If the player dies with a Tombstone anywhere in their hotbar, the Tombstone is automatically placed at their death location if possible. When placed this way, the Tombstone's message is always the same as the Death message (e.g., "[Player] tried to swim in Lava to escape Zombie." For the first 5 minutes after being auto-placed due to player death, the Tombstone has the Glowing effect applied. Note that the duration is equal to the item despawn timer.This helps the player locate their death location to retrieve their items in a timely manner, especially if their death location is in a cave system or somewhere similarly confusing. On the other hand, this also means that if the Glowing runs out on the Tombstone, you know you are too late to get your items without even having to make it all the way there, saving you some time and disappointment. It would be... painful to see the Tombstone's Glowing effect extinguish when you are only a few blocks away, but this item could come in clutch for many situations where the player would otherwise have gotten lost on the way, or worse, had no idea where they died to begin with. CraftingAlthough the crafting recipe for a Tombstone always follows the same pattern, the required 'supporting' blocks vary based on the 'capstone' block used:
The actual crafting recipe is as follows:
The crafting recipe that appears in the Reference Book would cycle through the following images, similarly to most wood recipes: 1 2 3 4 5 6 Block Appearance and PropertiesWhen placed, the Tombstone requires two blocks of height but only one block for the base, similar to a Door. However, it is actually about the height of three Slabs. Most of the Tombstone appears to be made of the same material as whichever blocks were used in the crafting recipe (e.g., Cut Sandstone, Smooth Quartz, etc.) and the top of the Tombstone features a decorative carving that matches the Chiseled block used. However, near the bottom there are glowing purple 'vines' or 'cracks' resembling that of Crying Obsidian. The Tombstone cannot be moved by any means, similarly to a Chest or Furnace. It has a blast resistance and mining time matching Crying Obsidian. It never drops anything when mined, even with Silk Touch, similarly to a Spawner. Tombstones do not stack with each other in the inventory. The Tombstone's auto-placement on death follows the following rules:
To save yourself from death, there is the Totem of Undying. To find where you died, suggesting the Tombstone! What do you think? Thank you for your time and feedback! [link] [comments] | ||||||||||||||||||||||||||
Change the fishing rod recipe to use an iron nugget Posted: 05 Sep 2020 12:47 PM PDT Currently, to craft a fishing rod you need 3 sticks and 2 string, which #1: is way to easy to make, and #2: it doesn't make sense that you can catch fish with only string. So my suggestion would be to change the crafting recipe to look like this https://imgur.com/gallery/wyGTR6x. It could alternatively use a bone in place of the iron nugget, but it at least needs something that would realistically be able to hook onto a fish. [link] [comments] | ||||||||||||||||||||||||||
Posted: 05 Sep 2020 07:52 AM PDT This would be like the othe protection enchants with how it behaves. It reduces damage from guardian lasers, negative potions, dragon's breath, and it completely negates the shulker's levitation effect when level 4. [link] [comments] | ||||||||||||||||||||||||||
Posted: 05 Sep 2020 01:44 AM PDT I think there should be an achievement for coming back to the overworld from the nether called something like "good to be home" [link] [comments] | ||||||||||||||||||||||||||
Crying obsidian should work for farming Posted: 05 Sep 2020 10:01 AM PDT It'd be cool if you could use it to farm in the nether, It still wouldn't be like having water to extinguish yourself (that would be cool to walk on it and be put out, but it is a tad overpowered) But having it moisten soil would make nether bases even better If only say they should have a smaller radius than a normal water bucket [link] [comments] | ||||||||||||||||||||||||||
The level of water in the overworld should fluctuate between places. Posted: 05 Sep 2020 01:37 PM PDT Imagin walking through the valley of a mountain and coming across a waterfall leading from the top of said mountain. With current game genaration this would not be possible. All bodies of water in the game are stationary at level 64 so having a change of height would be really cool. So many cool building locations and builds could come out of this feature and I think it should've been added along time ago. [link] [comments] | ||||||||||||||||||||||||||
Giant ravines: A bigger kind of ravine with a few new features. Posted: 05 Sep 2020 03:59 AM PDT Giant ravines are ravines up to 70 blocks wide, up to 2000 blocks long and goes as deep as Y-coördinate 8. They would be very rare, much rarer than normal ravines. At the bottom there is almost always water. In that water, there would be a new mob, called luminous fish. Luminous fish are small fish that have 1 heart. They can't be cooked, but they can be eaten raw. Eating them raw gives 5 seconds of poison and 30 seconds of night vision. Above the ravine, there would be a big, stone brick bridge. 15 blocks thick and 20 blocks wide. Stone brick walls would be at the edge of the bridge. At the edges of the bridge, on the main land, there would be two small towers each side of the bridge with pillagers and loot chests inside. This is heavily inspired by the bridge of Eldin from the game "The Legend of Zelda: Twilight Princess". What also is a reference to that game, the bridge would have a Ravager with a flag-carrying pillager on its spawn on the bridge, being a reference to King Bulblin. There's a big chance several exposed mineshafts spawn in the walls of the ravine. There's also a chance of exposed strongholds and dungeons. Hope you enjoyed it! [link] [comments] | ||||||||||||||||||||||||||
Make renamed mobs drop renamed items Posted: 05 Sep 2020 11:32 AM PDT Petty self explanatory but when you kill a mob that is nametaged make that mobs dropped items renamed as well. [link] [comments] | ||||||||||||||||||||||||||
Posted: 04 Sep 2020 04:50 PM PDT You know that rare brown panda skin? Why not do that with a dolphin. Pink dolphins do exist in real life, and they're endangered. However, they spawn on rivers instead of the ocean. Since they won't be able to guide you to treasures and ruins, the dolphin grace effect would make you twice as fast as the normal one, and affects boats too. [link] [comments] | ||||||||||||||||||||||||||
Modularization via a Forge-like mod system Posted: 05 Sep 2020 09:39 AM PDT Java Edition is attractive to users due to it's easy modding. However, actually modding the game requires installing an external patch. In addition, the Minecraft codebase is getting heavy and unwieldy. Why not kill two parrots with one arrow by not only including a Forge-like mod system in vanilla but also reorganizing all main gameplay additions into self-contained mods? This way each feature can be updated and stabilized individually, and adding new features is easier than ever, all the while allowing players to disable additions they find unnecessary. [link] [comments] | ||||||||||||||||||||||||||
Posted: 05 Sep 2020 02:02 PM PDT So say you add "Melting" onto your pickaxe, and you mine iron ore, usually if you mine iron, you must smelt it to get the ingots, but with "Melting", mining the iron will instantly drop out some iron ingots, same with gold and ancient debris (granted, it'll drop the netherite scraps, not ingots) and maybe if you put it on a sword, it cooks any animal you kill, instead of fire aspect. [link] [comments] | ||||||||||||||||||||||||||
Posted: 05 Sep 2020 08:12 AM PDT Adds a new biome to the end which includes a new ore "amethyst" which can be used for new magical things. Like specialized armors, it is now required 1 amethyst used as fuel in the smithing table to make netherite armor and other specialized armors like the turtle shell helmet. Some new specialized armors could be "Phantom Cloak" a new chest plate which gives the player slow falling, "Ender Breaches" new leggings which gives a chance for you to teleport when hit, and "Strider Boots" new boots which allows you to walk on lava for a short duration. Maybe there could be a way to allow you to shoot a shulker projectile, either a new enchant or something else. More magic ideas are welcomed. [link] [comments] | ||||||||||||||||||||||||||
The Abyss dimension - A place found deep in the sea. Posted: 05 Sep 2020 01:13 PM PDT The Acuatic Update was really great, but I felt it was lacking from a bit more late game content. The Abyss dimension would be a nether-like dimension but under water, a really dark place almost completely full of watter and prismarine stone, a place full of danger and treasures. Drowned would spawn here. Anchored sea lanterns kind structures could be found around to help giving some light. The only way to get to this dimension would be finding a ravine under watter, there, a small Structure could spawn (something like the end portal) and could be activated using a Heart of the Sea. A new dimension Should have its own Biomes so, here some suggestions:
New Mobs??? (Open to suggestions):
And that's It, thanks for reading, comment what you think. I think we would need a mean to allow better mobility under water ti enjoy a place like this more, any ideas? [link] [comments] | ||||||||||||||||||||||||||
Posted: 05 Sep 2020 09:56 AM PDT Add mossy blackstone bricks, there would be two variants: warped and crimson, they would be crafted by putting polished blackstone bricks and either warped or crimson vines into the crafting table. [link] [comments] | ||||||||||||||||||||||||||
Posted: 05 Sep 2020 06:40 AM PDT By placing 6 sticks in a crfating table in a 3 stick high vertical line you can make a bundle of sticks. Similar to a coal block how it can be used as fuel. The bundle of sticks burns for longer than 6 individual sticks [link] [comments] | ||||||||||||||||||||||||||
Posted: 05 Sep 2020 02:34 PM PDT Just an interesting idea. What if an added feature to crafting/smelting was an extra slot in the crafting menu that would exist just under the arrow spot in the menu. And that inventory spot dependent on whether the recipe should have not taken that much material, would give extra small amounts of material back. Like if you smelted iron ore, you would get some cobble or stone back in the leftover items spot. [link] [comments] | ||||||||||||||||||||||||||
Ideas for more teleportation-related features (teleporter blocks, new End structure and mob) Posted: 05 Sep 2020 09:59 AM PDT Hi! I was thinking that teleportation is under-used in Minecraft so I thought about fun and useful gameplay features related to it and I got three ideas! I'm going to briefly introduce them to you, and if you're interested, you can click on the links to read more or vote for them on the Minecraft Feedback website. I submitted these some time ago but I want to share them with more people.
[link] [comments] | ||||||||||||||||||||||||||
More Item Customizability in an Anvil Posted: 05 Sep 2020 08:43 AM PDT Formattable NamesAny item that is placed in an anvil when combined with a dye will change the color of the name to be that color. Combining a colored item again with the same color will bold the text. This will allow a bit more customizability and item classification that helps certain items stand out. This will also allow people to format names of animals with the name tag. Spawning or giving a player a specially spawned item with commands is an option already, but it would be cool to add a way to make it change by survival means and in situations where not everyone has that kind of power. Enchantment Sheen RecolorCombining an enchantment book with a dye will change the color of the name like with other items, but when the enchantment book is combined with another item (that is not another enchantment book) it will change the glow that the enchanted item emits. [link] [comments] | ||||||||||||||||||||||||||
Posted: 04 Sep 2020 07:48 PM PDT A Whistler is a frog-like creature that spawns in the end. Its skin is blue with a brown underbelly and glowing purple spots. Whistlers will hop around End islands with powerful jumps. Occasionally they will perch on Chorus plants. True to their name, Whistlers will sometimes make a sharp whistling sound towards other toads, who may respond with the same call. This can go on for a few seconds until one of them decides to leave. Sometimes Whistlers will hop towards players as if intrigued by them. Despite their fascination they are passive mobs. Similarly they will avoid Endermen, and attack Endermites. Whistlers have no drops. The End's ecosystem deserves to be expanded, and if we have a plant then it needs a herbivore/omnivore too. This is my concept to fill that gap. [link] [comments] | ||||||||||||||||||||||||||
Posted: 05 Sep 2020 02:10 AM PDT For bedrock: So testforblock is incredibly useful but if you want to make sure they aren't on a block it's a lot more difficult, if you could just do testforblock @(player) ~~-~ !stone If you have an exclamation mark it means it's inverted and if not it's normal, or something like that would be so handy [link] [comments] | ||||||||||||||||||||||||||
There should be an option to check which workstation a villager is assigned to. Posted: 05 Sep 2020 03:34 PM PDT I suggest an easy change: Add a button in the trading interface (in the top corner or something) called "check workstation" or have a crafting table or something like that. This would, once clicked, put the glowing effect outline on the workstation the villager is assigned to. This would be helpful for trading halls and things to check whether they are assigned correctly. This could dissipate after 30 seconds or be manually turned off. [link] [comments] | ||||||||||||||||||||||||||
Crying obsidian from normal obsidian Posted: 05 Sep 2020 11:32 AM PDT There isn't currently a way to get crying obsidian other than to find it in the rare structures or get it at a small chance from piglins, so I thought it would make sense to get it if you mine obsidian with anything below a diamond pickaxe (iron, gold etc). It would take a while without any efficiency, but it makes sense and I feel would be more efficient if you want to create structures including crying obsidian. [link] [comments] | ||||||||||||||||||||||||||
Bring back the old netherreck texture as a new ore Posted: 04 Sep 2020 08:10 PM PDT The old netherreck is an ugly texture, no question. But I loved it. It reminded me of some sort of compressed cobble of hellscape, coagulated blood, and bits of bone. What I propose is we still come across this block in small, scattered clusters, similar to granite/andesite/diorite, but with the new netherreck mixed in so it's really chaotic. What makes it different from "netherreck"? Well, it would be called something new, such as "Remains" or "Detritus" or something along those lines. It also doesn't hold flame anymore (but that could change!) What makes it special is it provides peaceful players a chance to get hostile mob loot and brew potions. Let me explain: when mined, it has a chance to drop a number of items with varying chances. It makes it a lottery block so-to-speak, as 1 times out of 100 you might get something actually decent, but mostly it'd be garbage or mob drops. It can be mined normally with silk touch, and is effected by fortune. Fortune could increase your odds of valuables. Here's a preliminary loot table to give you an idea: 80% odds to drop netherreck 30% odds to rotten flesh (1-3) 10% odds to drop itself 10% odds to gravel 10% odds to bonemeal (1-2) 5% odds to bone --- And then the actual valuable stuff... --- 5% odds to gunpowder 5% odds to gold nuggets (1-3) 2% odds to dirt 2% odds to wart 2% odds to blaze powder (1-2) 2% odds to fermented spider eye 1% odds to bone block 1% odds to blaze rod 1% odds to iron nuggets (3-5) 1% odds to ghast tear 1% slime/cream 1% odds to broken iron/chain/gold/leather armor with enchants, arrows (1-2), bows, swords, potions, golden apples, etc. (This represents "player" loot or loot from whatever race used to populate the minecraft world and went extinct) 0.05% odds to seeds (any kind, for nether-only survivalists to have food and breed chicken jockeys) --- That's my idea! I think it'd make it kinda fun. Most times it'd just be junk blocks but I think it'd be really nice to have a way to get hostile mob drops in peaceful. Maybe even a 0.0005% chance to get a wither skull for beacons?? The Wither is still a terror with how much it wrecks up the place, even if it wouldn't hurt you. And you couldn't abuse it either, because if a junk block/item drops you lose the original nether scraps block and the odds reset every time you mine a new one. So advanced players would probably mine a lot of it with Silk Touch and bring it back to the overworld to see what they get. Also, if the sound would change based on what drops. If it's netherreck it'd play the standard sound,but gravel corresponds to gravel, metallic to nuggets, and squishy wool sounds for flesh and other drops. What do you guys think?? [link] [comments] | ||||||||||||||||||||||||||
Posted: 05 Sep 2020 02:37 PM PDT (Sorry if someone else has had this idea it just randomly came to me) I think you should be able to enable/disable specific mobs from spawning. For example: spiders and creepers will naturally spawn but zombies and skeletons won't. Same for sheep pigs etc. Things like Ender man and blazes wouldn't be able to be changed ( to get to the end). [link] [comments] |
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