Minecraft You can put carpets and beds in a loom to give them patterns. |
- You can put carpets and beds in a loom to give them patterns.
- Villager unemployment is too high.
- The End Sparrow
- Why not add Hornets in the Nether ?
- Separate keepinventory and keepexperience
- When a lodestone item falls in lava/fire, the chiseled stone gets burned but the netherite ingot at the center survives
- Nether plant's color should change depending on which biome they're in
- Please raise clouds
- New end mob, Glyders
- Luck Potions
- A dropper should be able to put things directly in entities' inventories.
- Thin Ice
- Gravitator
- Chains could be used to link Minecarts together
- Ghast fireball has a chance to turn sand to glass on impact.
- Traveler Villager
- A Potion a Day: Potion of The Unstoppable (and reverse, Potion of Pausing)
- Villager Quests
- End butterfly
- Rare Redstone Structures
- Wandering Trader Functionality
- Additional "soul" enchantments, counterparts to existing types of enchantments
You can put carpets and beds in a loom to give them patterns. Posted: 09 Sep 2020 04:07 AM PDT Banner is made of wool, carpets are and so are beds. It makes sense for us to be able to make unique patterns on our carpets and beds. Edit: apparently bed patterns are on the FPS list. The title is now Custom Carpet Patterns. [link] [comments] | ||
Villager unemployment is too high. Posted: 08 Sep 2020 09:09 PM PDT Political jokes aside, this is a serious problem that I encounter every time I find a village. At least half of the villagers are unemployed, and at least half of the remaining villagers are farmers. Usually there are only 2-4 distinct job types per village (including farmers), which really makes me wonder how they sustain that. Here are the solutions that I have: Guaranteed job diversity: There could be a guarantee that at least 5 unique job-site-block buildings generate for each village. It could even be environment-dependent, such as a guarantee that a village that generates by an ocean or river has a fisherman. Locators for other villages: Another theory is that the villagers sustain themselves by trading with other villages. Therefore, there could be maps that generate (in chests) that are basically locator maps for villages. Alternatively, if two villages generate within 256 blocks of each other, then there could be a road/trail connecting them. [link] [comments] | ||
Posted: 09 Sep 2020 06:50 AM PDT The End Sparrow is a passive mob inspired by the strider from the Nether. This passive mob will be a bird like mob. It can be tamed by chorus fruit and will naturally generate on top of chorus plant (End Dimension Only) . When it is tamed it will ride on your back like a parrot rides your shoulder. This passive mob will give the ability to look at enderman without angering them. You will also be able to jump higher (perhaps jump boost 2) and slow fall. When either effects are active, the end sparrow will spread open its wings, making it look like you have purple wings sprouting from your back. This mob is meant to help you explore the end easier such as the strider has done for us. [link] [comments] | ||
Why not add Hornets in the Nether ? Posted: 09 Sep 2020 07:46 AM PDT The Nether update offers us new mobs like piglings, hoglings etc... but it would be nice to see more hostile mobs in the Nether in the futur. Nether Hornets :https://i.ytimg.com/vi/mjPmXjo62r8/maxresdefault.jpg by SystemZee Nether Hornets can be find in any forest in the Nether, hornets attacks are like bees attacks except that they do a bit more damage instead of 1 damage they do 2 to the player. Unlike bees poison who last 10 second their poison is similar to the cave spiders and they don't lose their darts. Nether Hornets will be fast in Minecraft, fast like a baby zombie, but in health they will be very weak like the Bees, her health will be a bit better like one more heart but they will be still very vulnerable and can be kill in one or two hits by the player. They will have a very big weakness, and it will be fire who will kill them directly by any hit with them or if they touch a flame or any source of big heat like magma block or lava like in real life. Hornets are attract by gold, in the Nether the player can see them around gold block, if the player wear a golden armor, they won't attack him except if the player attack her hive or break a gold ore block or gold block in front of them. In the Nether they can appears randomly in a group of 3 or 4. If a player goes near the lava or any source, the hornets will not attack him. There is a chance that the player can find hornet near the nether portal it will be rare, but it will maybe explain why bees are rare in Minecraft. Nether Hornets Hive :Players have a medium chance to fall on an inhabited hornets hive in the Nether forests. The hornets have a hive but huge, the player will be able to enter to explore and destroy it with fire easily. The player can find inside of the hive a lot of gold, that the player can collect but he needs to be careful because the hornets will be very mad when he will enter the hive. The player can use TNT or simply burn their hive, or can decide to create a farm if he wants in the Nether. A Nether Hornets Hive can be find in the Overworld but it will be very rare like find a Mansion in Minecraft. Items drop :Dart (Medium loot drop): The player can use the dart for useful items. Thanks to the dart he can make poisonous potions, the player can replace the spider eyes by the dart. The player can build too poisoned arrows, the craft will be like a normal arrow but instead of the flint the dart will be put instead to get a poisoned arrow. New Disk (High loot drop) : The flight of the drone. New success :Hornet Hunter : Burning an Asian hornet hive. Burn them with fire : Kill a hornet Why do I hear boss music ? : Meet a Nether hornet group. The introduction of the Nether hornets could be good for add a new hostile mob in the Nether and especially a new mob in the forest with the Hoglins. [link] [comments] | ||
Separate keepinventory and keepexperience Posted: 09 Sep 2020 01:19 PM PDT The gamerule /keepinventory into two gamerules, /keepinventory and /keepexperience. Now, keepinventory would not save your levels upon death, and keepexperience would have you lose your stuff, not levels. These should be separate for players who still want a risk with dying, but don't want to lose items, and for players who do not want to lose levels upon death. [link] [comments] | ||
Posted: 09 Sep 2020 07:23 AM PDT (If you only care about the idea, just read the bold text at the end of the post) I've been reading a lot of suggestions about certain items not burning, and a lot of responses pointing out how this would make netherite less special, so I thought: Netherite tools/weapons: Don't get burned So I thought, "Lodestone is just a netherite ingot surrounded by chiseled stone (since there doesn't seem to be any netherite in the borders/surface of the block), so when it falls into lava, I get that the stone gets burned and disappear, but why the netherite ingot?" TL;DR (kind of): All the text above was just a short story about my thinking process. Basically, my idea is what the title says, when a lodestone item falls in lava/fire, there will only be 1 netherite ingot remaining in that lava (since all the chiseled stone should be getting burned). So you loose the stone, but keep the ingot. (This may help a bit to counter the fact that when you have F3 to see coordinates, a piece of paper and a pencil, a button you press to take screenshots, notepad or literally any method to remember a few numbers, the lodestone is pretty useless in survival worlds.) [link] [comments] | ||
Nether plant's color should change depending on which biome they're in Posted: 09 Sep 2020 09:55 AM PDT For instance, if you place crimson nylium in a wet/cold biome the color would be much duller. If you place it in a desert however, it would look exactly like how it looks in the nether. [link] [comments] | ||
Posted: 09 Sep 2020 12:11 PM PDT Here is the thing, i like to make tall buildings, and i love cloud aesthetics. however it sucks being in your base only to be blinded by a cloud. [link] [comments] | ||
Posted: 09 Sep 2020 09:17 AM PDT I'm sure we all like the Stryders, they're very useful for nether exploration, I was thinking that maybe there could be an end equivalent of them known as The Glyders! Of course, you would need a saddle to ride them, and maybe so you can control them, you use a popped chorus fruit on a stick! This would give an actual use for popped chorus fruit! Their design could be them looking just like a normal Stryder but they have a more purple color instead of red, they would also not have any legs and instead have wings that look like beetle wings! [link] [comments] | ||
Posted: 09 Sep 2020 04:59 AM PDT As you probably know, luck potions are useless. I have some Ideas to make them better: 1: Mobs with little use spawn less. ( Zombies, Skeletons, Creepers, Phantoms.) 2: Mob drop rate will increase. (Like a 75% chance of an ender pearl) 3: Enchanting with better luck. (Like how an expensive enchant will sometimes give unbreaking or something.) These are just suggestions, but I think they would be cool. [link] [comments] | ||
A dropper should be able to put things directly in entities' inventories. Posted: 09 Sep 2020 10:50 AM PDT Powering a dropper onto a block with a certain entity (listed below) in it should put an item directly into the inventory. Entites this would work for
This would be like using a dispenser to dispense armour/saddles. The code is already there with dispensers, why not be able to put things directly into entities inventories? If the inventory is full, it would just come out as an item like normal. [link] [comments] | ||
Posted: 09 Sep 2020 08:04 AM PDT So i read u/Jean_Christ's post and it gave me an idea: thin ice. When you walk on it, it would have a chance to break, and it it would have the same texture as regular ice but be only 2 pixels high. [link] [comments] | ||
Posted: 09 Sep 2020 12:08 PM PDT
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Chains could be used to link Minecarts together Posted: 09 Sep 2020 10:52 AM PDT An item would need to be crafted called a link (crafting recipe: two chains on top of each other) which can connect two minecarts that are one block or less apart from each other if you crouch and right-click on the minecarts. I could see Furnace minecarts being used to propel all the minecarts (chest minecarts especially) linked to it. Thank you for reading my rant and I hope you have a good one. I may or may not expand on this later. [link] [comments] | ||
Ghast fireball has a chance to turn sand to glass on impact. Posted: 09 Sep 2020 01:38 AM PDT I think it would be a really cool idea as it could be a 1 in 20 chance it turns to glass and it would be a fun achievement to get. [link] [comments] | ||
Posted: 09 Sep 2020 12:08 PM PDT If a ruined portal spawns within a radius of a village, a villager spawns that sells glowstone, gold items, potions of Fire Resistance, nether wart etc. This would be rare, but a good way to get gear to ease your time in hell. This villager wouldn't have a job site block, so it can't be replicated. [link] [comments] | ||
A Potion a Day: Potion of The Unstoppable (and reverse, Potion of Pausing) Posted: 09 Sep 2020 04:04 AM PDT I have several ideas for new Potions in Minecraft, so I'm going to be posting one a day this week. Tell me what you think! Sunday | Monday | Tuesday | Wednesday | Thursday | Friday | Saturday Potion of The UnstoppableBrewing: Netherite Scrap -> Awkward Potion = Potion of The Unstoppable Effects: Constantly purges all other status effects from the affected entity. Also grants the affected entity +6 Armor Toughness (not to be confused with Armor itself) and +2 Knockback Resistance for the duration. Lasts 3 minutes. Variants:
Aesthetics
Potion of PausingBrewing: Fermented Spider Eye -> Potion of The Unstoppable = Potion of Pausing Effects: Applies the 'Paused' status effect to the affected entity, pausing the duration countdowns of all other status effects active upon the affected entity until the 'Pausing' status effect wears off. Lasts 3 minutes. The other effects are still active, their duration timers are merely paused, to be clear. Just to explicitly confirm, a Potion of Pausing does not grant the Armor Toughness or Knockback Resistance that a Potion of The Unstoppable does despite being brewed from one. Variants:
Aesthetics
DiscussionPotion of Pausing The Potion of Pausing was the original idea for this concept, as there is currently no way to extend status effects in Minecraft without simply re-applying them. I think such a mechanic works best as a Potion, though an Enchantment would certainly work. Either way, the Potion of Pausing would be extremely useful, but mainly only in niche situations where the player wants to extend the duration of multiple effects on themselves or - with a Splash or Lingering variant - on someone else. Potion of The Unstoppable It's counterpart, the Potion of The Unstoppable, is a source of three rare effects: Armor Toughness, Knockback Resistance, and the removal of status effects are only obtainable in two ways (Diamond and Netherite Armor for the former two, Milk and Honey for the latter, and Honey only effects one status effect). A Survival player rarely needs all of those effects active at once, but there are situations where the three can come in handy simultaneously (a Cave Spider spawner with Creepers nearby, for example, requiring protection against both explosions and Poison). The main point is offering another source of these obscure effects. Where the Potion of The Unstoppable really shines, however, is PvP, where it makes the drinker a juggernaut that practically ignores the knockback on hits, tanks explosions like a champ, and cannot have any negative effects applied to them in the interim. A Potion of The Unstoppable II grants the same Armor Toughness and Knockback Resistance as a full set of Netherite Armor, not that the other variants are to scoff at either! Though remember, the Potion of The Unstoppable does not grant actual Armor, it just makes your existing armor be pierced less. Closing Both of these Potions are thus quite powerful, which is why they require a rare item to be brewed: Netherite Scrap, which, unlike its fellow 'not-yet-complete-ingot' cousins the Iron and Gold Nuggets, has no current use. What do you think? Thank for your time and feedback! [link] [comments] | ||
Posted: 09 Sep 2020 03:57 AM PDT When you go to a village there can be a few missions you can do for instance • Retrieve a lost or rare item from the for a villager •Repair broken homes or build new ones •Defeat a certain amount of mobs around the given radius around the village • "cure" on of their fellow villagers and bring him back • Build shops or stations we're the villagers can walk and trade freely • Bring livestock to the village ect. Rewards for missions may include: •Cheaper Trades • "Villager trust level" which allows you to trade more items at a time • Other loot such as emerald/gold/Iron and if very lucky Armor and weapons •XP levels •Permission to build anything within the village •Maps to lost/secret treasures ect. That's my suggestion, let me know if you like it or not or what can be improved apon. My first post here :) [link] [comments] | ||
Posted: 09 Sep 2020 11:23 AM PDT End butterflies would be at least flour blocks wide and one up, they would go on course plants pollinating and perching on them as they pollinate, they can be tamed by sitting on them and would fly you to wherever you want. They have purpur color winds void eyes and antenna, and have endstone colored body. Drops would be 1-2 course plants since they eat that and have a rare chance to drop wings that when in a crafting table with string in the middle would make wings that could only glide and the would take more durability than elytra by half. They would spawn in groups of two to three. [link] [comments] | ||
Posted: 09 Sep 2020 07:49 AM PDT Abandoned Redstone VillagesPurpose- The purpose of these rare villages is so new players can grasp or be introduced to redstone. Similar to ruined portals helping new players learn how to enter the nether. This redstone village can introduce players to the redstone community. Concept- In these rare villages it will feature a town with common redstone builds that are mildly broken. The purpose of that is so the player will not just use them but will have to work to fix them. The village will feature:
These redstone builds will all be mildly damaged. Build Material- The structures will not be made of iron blocks or quartz blocks to get a clean look, but rather plain stone brick. The purpose of these structures are to introduce players to redstone, not loot them of their materials. Spawn Rate- These will be a rare structures but not so rare that it will be almost impossible to find. It think it would be fair to give it a 25% - 30% chance for it to spawn. You could argue that's too common but villages don't spawn in every single chunk. So first a normal village would have to be there to be converted to a abandoned redstone village. So that's my idea. If anyone want me to do a non abandoned redstone village, feel free to request it to me. I'll brainstorm some villager types. [link] [comments] | ||
Wandering Trader Functionality Posted: 09 Sep 2020 10:44 AM PDT A wandering trader is very clearly a villager, in the way that he trades and the look in his eyes. But they have one time usage then they're gone. I think they should have some similar features to villagers where: once per day they will have a chance of looking for a jukebox(placeholder i couldn't think) then if they find one they bind to it, they become a merchant, one merchant per jukebox, a merchant will restock. [link] [comments] | ||
Additional "soul" enchantments, counterparts to existing types of enchantments Posted: 09 Sep 2020 12:22 PM PDT These will be counterparts to existing enchantments of similar names, and are obtained in the same ways. They are mutually exclusive with their counterparts. There won't be counterparts for every enchantment, but mostly for each class of enchantment, such as one for protection and one for a sword damage boost. EnchantmentsSoul Thorns: 50% chance to absorb health from armor durability (it does lower damage than thorns, but uses the durability damage it causes to an attacker's armor and converts 25% of that lost durability into health), other 50% chance to absorb their durability (not dealing damage to them but taking their durability and adding it to your armor) Soul Protection: same stats as projectile protection but it only protects against magical attacks like potions or enchantments (also against these other soul enchantments) Soul Sharpness: durability lost on the sword has a 10% chance to be converted into damage ignoring armor, the health points it deals is durability lost times level of soul sharpness (1 point lost times 5 makes 2.5 extra hearts) Soul Power: dispels potion effects from a target, but deals one less heart of damage for each effect on them. Soul Mending: when on tools, damage you take occasionally repairs it. When on armor, damage you deal occasionally repairs it. This could be exploitable, but no more than regular mending. Soul Falling: falling into soul blocks like soul sand will not result in fall damage, and you'll have resistance 2 in seconds equal to blocks you fell, capping at 20 blocks (or 20 seconds of duration) Soul Piercing: does no damage past the first target, but will inflict weakness and slowness for seconds equal to targets pierced (the third target has it for 3 seconds, fourth for 4 seconds, etc.) and they are pulled in. Soul Multishot: places 3 visual clones of the player using it at point of impact, similar to a hologram in other games such as Halo Reach or Doom. They're basically armor stands and will naturally disappear after 30 seconds or if punched. Soul Punch/Soul Knockback: target glows for seconds equal to level and has a 5% chance each level to be teleported a few blocks backward, if it's into a solid wall they'll teleport to the nearest open space in that direction (they potentially won't move at all) this is to simulate your soul being knocked out of your body temporarily Soul Affinity: crouching empty handed can allow you to see the highlight of mobs (glowing), 10 blocks away for each level, this is of course a counterpart to aqua affinity so it's capped at level one without using any commands. Durability rapidly depletes while using it. Curse of Souls: this is the curse enchantment of course. When the item breaks, the wearer is teleported to the nether. The item is then restored with low durability and without that enchantment. Soul Aspect/Soul Flames: the target is covered in blue flames that only go away after time, water does nothing. The flames deal low damage but quickly deplete hunger of the target instead. Why these should be addedThe nether could use more loot worth looking for. We mostly just have netherite and soul speed. That's not to say those aren't good enough, but more valuable items would be nice. These may be somewhat overpowered but I think given that the nether is pretty dangerous, these are perfectly balanced. It also makes combat more well rounded in multiple ways, magical protection for example would be invaluable. I'm not sure if this is bedrock edition exclusive but armor and enchantments don't really reduce potion damage, so even with full netherite armor a harming potion will hurt pretty bad. The more options and ways we can customize our gear, the better. [link] [comments] |
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