Minecraft The /kill command should let you make custom death messages |
- The /kill command should let you make custom death messages
- If the Warden kills you, the death message should display "[PlayerName] wandered too deep"
- We NEED Sawmills
- Reworking beacons (new level system, new effects, a new use for amethyst and more!)
- If the player is typing a message when they die, the game should send the message even though it might not be complete with a dash at the end
- Map markers have spectral outline if you look through a spyglass while holding a map
- The Argentavis
- Have The Warden React to different music discs
- A Use for Fired Clay Pots (don’t judge me to harshly)
- Getting more out of Bamboo - Shredded, Dried, and Paneled Bamboo
- When killed by a Phantom under normal circumstances, the death message should read "[playername] collapsed from exhaustion. "
- Glow squid ideas
- Name Tag of Immortality
- An advancement for assembling a conduit, and getting a conduit to its max power level.
- Replacing Punch with Knockback (and others)
- Potion of Perception (Brewed with Amethyst)
- Wardens should be able to shoot a projectile from their chest, to prevent players from hiding in 2 block high holes.
- When wearing the dragon head, hostile mobs run away from you.
- Renewable Lava via Cauldrons
- New cave item to create TNT or Fireworks or Gunpowder itself.
- Toxic Caves, Diffusers, and Diffuser blocks
- Right-clicking a cave spider with an empty bottle would make it a poison potion.
The /kill command should let you make custom death messages Posted: 23 Nov 2020 05:57 AM PST My idea is adding a new modifier for the /kill command that changes the death message that displays in chat along with its color. Here's an example of how it would look /kill playername "custom death message" The game will display the player name followed by the custom death message in the quotations. If there's no custom death message, the message will be "Player died suddenly and mysteriously." [link] [comments] | ||
If the Warden kills you, the death message should display "[PlayerName] wandered too deep" Posted: 22 Nov 2020 05:00 PM PST This would make the Deep Dark biome and the Warden feel even more ominous. [link] [comments] | ||
Posted: 23 Nov 2020 09:31 AM PST I'm so tired of having to use so much logs for my cool wooden houses. Well, I don't know if this has been suggested before, but I'm still going to suggest it because it needs to be a thing. We need Sawmills. In basic terms, it's the same thing as a stonecutter but for wood. It would be really usefull for saving wood and could possibly make a perfect introduction for vertical slabs. Hopefully you can all agree that we NEED this. [link] [comments] | ||
Reworking beacons (new level system, new effects, a new use for amethyst and more!) Posted: 23 Nov 2020 01:05 PM PST
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Posted: 23 Nov 2020 12:46 PM PST
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Map markers have spectral outline if you look through a spyglass while holding a map Posted: 23 Nov 2020 01:42 PM PST
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Posted: 23 Nov 2020 10:16 AM PST A large bird mob that picks up creatures and players, flys up serval blocks then drops them. The drop shouldn't be enough to kill a player with no armour but should take a large chunk of their health. It'll spawn in bad lands, deserts and mountain biomes. It'll have 8 and a half hearts and when killed drops 2-4 feathers (30% chance for each feather going up from 2), 0-2 bones (50% chance for each), 1 Argentavis meat (it fills 7 hunger points (3 and a half legs)) and a 5% chance to drop an Argentavis skull which will allow you to tame it. To tame an Argentavis you must do a few things:
Now you can fly around and pick up animals such as a cow or a horse and land with them. Some may say that this is "Too much like an elytra, no one would use it" but this wouldn't use resources to fly, wouldn't break mid flight, adds a new challenge and can move living creatures. [link] [comments] | ||
Have The Warden React to different music discs Posted: 23 Nov 2020 09:28 AM PST Obviously if the warden is chasing you, you cant stop it with the music, but if you haven't angered it then if the player places down a jukebox and then puts in a music disc, then the warden could dance to the music. Also, depending on what type of disc it is, that could determine what dance it does. For example, if you play pigstep, then the warden would do the piglin victory dance. I think that this would be a funny little addition to the warden, and also make it a little bit more goofy. 😂 [link] [comments] | ||
A Use for Fired Clay Pots (don’t judge me to harshly) Posted: 23 Nov 2020 01:55 PM PST In the upcoming Caves and Cliffs Update, we are getting clay pots, which includes their fired and unfired variants. Currently, they are only used for decoration, but I have an idea of how they could have a use. You should be able to put a few items in a fired clay pot, maybe 9 inventory slots. You could break the pot and release its contents by attacking it or even shooting it with a projectile, just like in some dungeon crawlers. The main use for this feature is mainly for puzzles or even archery challenges. [link] [comments] | ||
Getting more out of Bamboo - Shredded, Dried, and Paneled Bamboo Posted: 23 Nov 2020 09:24 AM PST Originally supposed to be a simple idea stemming from my failure to compost bamboo, I started thinking about just how few uses bamboo actually has outside of crafting scaffolding and sticks. Shredded BambooPlacing 1 Bamboo on a crafting table would create 3 Shredded Bamboo, which could be composted or used to create green dye or smelted into a fuel (normal bamboo would no longer be a fuel). Dried BambooDried bamboo could be found rarely in bamboo forests, as well as smelted from bamboo, and would be placeable like normal bamboo but would be unable to grow. Maybe it could also be placed vertically, but there would need to be more control over its initial placement orientation. I believe dried bamboo should be used in the scaffolding and stick recipes instead, maybe using one dried bamboo to make a stick as two seems disproportionate for a single stick. Besides updating the existing recipes, I would love to see bamboo paneling, doors, and bamboo wood. It would also be possible to use it as a fuel, but given the altered stick recipe, it would also smelt 0.5 blocks. Bamboo Paneling and DoorsThis would be a transparent partial block that takes up the same amount of space as a trap door and is placeable on all 6 sides, but would not open like a trapdoor, nor would it be movable by a piston. Additionally, it could have various block states that allow up to 6 panels to be placed in a single-block-space. This would allow us to create corner walls with floors and ceilings, which could be used to partially conceal compact Redstone machines that would otherwise be fully exposed. Bamboo doors and trapdoors would have similar, transparent textures to bamboo paneling, allowing for matching doors and somewhat hidden trapdoors (somewhat because it's still transparent, so while the entrance would be hard to spot the space on the other side would not be). Bamboo Wood, and other forms of PanelingBamboo wood would be a non-transparent full block, in all ways functioning like other wood blocks, but having a unique texture with thinner planks than other wood blocks. This is not really a key feature of this idea, but I would like to see this implemented. As well as this, I would like to see the bamboo paneling applied to the other woods, so we could have non-transparent coverings to compact Redstone machines, as well as hidden paths between two panels, sharing a one block-space that is indistinguishable from a normal wood block on either side. And just to be clear, these panellings would not have door/trapdoor equivalents. What are your thoughts on this, are there specific elements you like or dislike? Regardless, thanks for reading my simple-idea-turned-essay! [link] [comments] | ||
Posted: 23 Nov 2020 11:44 AM PST Self explanatory, really. Makes sense because they only come out if you don't sleep. If a real human went so long without sleep, they would collapse, and may have adverse health effects if they held out long enough. But say you fell in lava while running away from a Phantom or something irregular. Then the death message would be the same as it would. In this case, "[playername] tried to swim in lava whilst trying to escape Phantom." [link] [comments] | ||
Posted: 23 Nov 2020 08:27 AM PST If you look at glow squid for too long, you will get a nausea effect for 30 seconds. When killed drops glow ink, and with it you can make glow block (maybe even with different colors). [link] [comments] | ||
Posted: 23 Nov 2020 02:08 AM PST Motivation: If players actually care for a wolf, they are inclined to keep the wolf locked away deep inside a safe base and never to take it with them. This holds true for pretty much every other mob. As a result, mobs in Minecraft become unpersonal. With this new functionality, they can be actively used, wolves possibly permanently staying at the side of the player. Functionality: A creature tagged with a Name Tag of Immortality can't die. When it is reduced to zero health, it will enter a "defeated" status in which it can't act, until it somehow gets health again. Also, the name of the mob gets a distinctive color (maybe the cyan of Minecraft diamonds). Rarity: The Name Tag of Immortality is a very rare item, and possibly the goal of a whole treasure hunt. They can only be found in limited numbers, never to be dropped. Option 1: Mobs that would teleport to the player retain that ability. This way, you don't have to leave a defeated wolf somewhere in the wilderness. Option 2: After being defeated, one has to wait X minutes until the mob can get health again. Option 3: To undo the defeated status, the player has to use up some precious resource, possibly diamonds. Option 4: The defeated status can't be undone while a boss mob like the Wither is present. (Options 2-4 are to counter this being abused to defeat boss mobs with giant packs of immortal wolves.) Option 5: The player can craft the Name Tag of Immortality from a regular Name Tag and a very rare resource, possibly netherite. Edit: Option 6: As people requested, one option would be to have this only be applicable to tamable mobs, or at least neutral mobs, but not to hostile ones. I personally do not really care, I don't see problems with this being applied to the Wither, for example, but as the item is meant mostly for the wolf, I do not have strong feelings in either way. [link] [comments] | ||
An advancement for assembling a conduit, and getting a conduit to its max power level. Posted: 23 Nov 2020 11:00 AM PST ok so basically everything needed is in the title, because a beacon has an advancement for making it and adding all levels to it, a conduit should get one too. i don't quite have a name for the 2 that's in stone but here's the names and descriptions and everything: Under Husbandry, after "Tactical Fishing": Under Husbandry, after "we Conduit!" awards the player 100 xp when the advancement is completed: i couldn't think of a good name for the second one so any suggestions on changes in the comments would be nice! [link] [comments] | ||
Replacing Punch with Knockback (and others) Posted: 23 Nov 2020 09:26 AM PST This suggestion is about getting rid of needlessly specific enchantments and expanding others. This might sound controversial at first, but the game mechanics would barely change. The Punch enchantment is the best example. It should be removed, and Knockback could be applied to bows instead. Regarding the updating of pre-existing worlds, all the Punch enchantments on all items and trades could just change to Knockback. I know that programming is never as easy as it seems, but I'm sure it wouldn't be insanely difficult to do. The same could be done with Flame and Fire aspect. Their maximum levels are different (Fire aspect is II, and Flame is I), so in order to avoid making bows overpowered, Fire aspect II on a bow should have the same effect as Flame I now, and Fire aspect I should become weaker. Otherwise, we don't have many similar enchantments, but there's still potential in combining them. Maybe Power could be paired with Impaling, and Infinity with Multishot, even though they have different effects. These expanded enchantments could have their names changed to fit both functions, like Infinity/Multishot to "Arrow multiplier", or something. These are all just examples, my overall point is that it's annoying to have so many item specific Enchanted books piling up after a book enchanting sessions. Nobody needs 6 Impaling books. [link] [comments] | ||
Potion of Perception (Brewed with Amethyst) Posted: 23 Nov 2020 01:54 PM PST Its base could be the traditional Awkward Potion, but I feel that Night Vision might be an appropriate alternative. What I envision is a status effect giving everything a purple hue except entities, while also revealing invisible entities. Invisible entities (in this case I mean players) could be given the same purple hue as their surroundings to give them a chance to escape. [link] [comments] | ||
Posted: 23 Nov 2020 11:03 AM PST The warden is super powerful but if it can be cheesed from something like that, I think it needs a special ability to help it with being cheesed [link] [comments] | ||
When wearing the dragon head, hostile mobs run away from you. Posted: 23 Nov 2020 03:41 PM PST The dragon head has practically no purpose right now, asides from decoration. I think this you be a fun idea and reward for beating the game. I imagine that zombies skeletons and other hostile mobs (Asides from the wither, endermen, and maybe the warden) would be absolutely terrified of the ender dragon, thus making them run away from you. [link] [comments] | ||
Posted: 23 Nov 2020 03:09 PM PST Okay, hear me out. What if placing a cauldron below dripping lava (from a block with lava directly above it - but not glass since it prevents dripping particles from appearing in the first place) could allow the cauldron to very slowly fill with lava. Of course, you'd need to allow lava cauldrons to have 3 fluid levels like water and powder snow does, but I can't imagine that being very difficult to implement. I'm just thinking since I've observed cauldrons filling with water when it's raining, my mind went to "what if it rained lava in the nether?", but quickly came to the conclusion that lava rain would be stupid, but then it occurred to me that lava drips when above a solid block! I'd like to hear everyone's opinions on this, since it's just an idea after all. [link] [comments] | ||
New cave item to create TNT or Fireworks or Gunpowder itself. Posted: 23 Nov 2020 09:42 AM PST There should be a new ore out there that will mine like red stone and such Not in ore form, but it will come out as dust and would be named Nitre; what Nitre could do is act in a way Peaceful Gunpowder or Create Gunpowder by combining it. The way you make Gunpowder would be combining with charcoal, not coal, charcoal in the real-life way of making Black powder, which is medieval Gunpowder. We would have a way to get a lot of TNT and Fireworks, even in peaceful mode. [link] [comments] | ||
Toxic Caves, Diffusers, and Diffuser blocks Posted: 22 Nov 2020 09:53 PM PST Since 1.17 is focused on improving caves and making them more realistic, an interesting addidion would be the addition of Toxic caves. These caves (Separate Biome) would have something called Diffuser blocks, which is a block that spawns on the surface of these caves (surrounded by gravel) and gives cave-related effects like Poison, Night Vision, and Hunger. These could be of different colors based on their strength, radius, and the effect they give off.[The night vision would be of a warm kind like you are a walking light source, and not everything lit at once. They can also only be mined with a Silk Touched pick (Iron and higher) and drop nothing when done without. When placed on anything other than gravel, these blocks would become useless except for decor. When placed on and surrounded by gravel however, these blocks resume diffusing the same effect they did before they were mined. These blocks could be crafted into something called a diffuser, that has its own GUI. [This could potentially use the new Amethyst, thereby giving it a new use.] A diffuser is used for spreading potion effects in a 7x7 radius, for a limited time.[Up to 2 potion effects] This is useful for having an area where you could get one particular effect, without using a beacon. These could last for a maximum of 2-3 hours (200k ticks) before being refilled [with lingering potions and fuel]. The potion effects last as long as the fuel burns out , up to 3 hours. There could be a progress bar to show the amount of potion left in the bottle. Toxic caves would also have pools where the effect/radius of Diffuser blocks increases. [These blocks could do with a better name] [link] [comments] | ||
Right-clicking a cave spider with an empty bottle would make it a poison potion. Posted: 23 Nov 2020 04:12 AM PST Once a cave spider is "milked" with the bottle, it can't be "milked" again, because it would probably be too OP. Also to avoid it being too OP it would be Poison I and the short version of it, so you could still upgrade it with a brewing stand. [link] [comments] |
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