Minecraft Spawner dungeons need an upgrade, here's how I'd do it. |
- Spawner dungeons need an upgrade, here's how I'd do it.
- Since a lot of you guys liked my improved skeleton dungeon, I made a spider and zombie variant!
- Abandoned Mineshaft Entrances
- Be able to place carpet on stairs
- Horses should be able to auto-pathfind on path blocks.
- Wandering trader lamas have chests but will attack you if you steal from them
- BIRDS
- Nether Wart (Nylium or Warped Leaves) should disappear like leaves
- Lanterns, glowstone and torches should flicker when a hostile mob is nearby.
- Goat's horns call horse
- Forest Update Concept
- Pressing richt click on a piece of armor should equip it even if you are already wearing armor
- Upgrade the Spawners (Overworld)
- Sand Sharks
- New Variations of Mobs
- Place able pens for pots
- Unique Boss Potions (for the wither and dragon)
- infinity II
- Pilligers need to not spawn in caves during raids
- You should be able to break down leather armor just like you can gold/iron armor and tools.
- A game rule to toggle the pre 1.9(and bedrock) combat system
- Noteblocks
- Goat Horns Musical Mechanic
- Minecraft should reinvoke the fear of the night
Spawner dungeons need an upgrade, here's how I'd do it. Posted: 02 Nov 2020 06:10 AM PST
| ||
Since a lot of you guys liked my improved skeleton dungeon, I made a spider and zombie variant! Posted: 02 Nov 2020 01:19 PM PST
| ||
Posted: 02 Nov 2020 05:42 AM PST Obviously, with 1.17 currently being worked on, underground structures are on everyone's mind; Why not update the underground structures to match the new cave/underground generations? One of those structures, the Abandoned Mineshaft, is no exception. First and foremost, why don't they have entrances on the surface? Even an abandoned mineshaft should have a visible entryway; even if it's halfway buried in the ground, covered by gravel, being obstructed by a villager house, etc, the entrance should, at least, exist. The existence of an entryway would simply make sense, as well as further lend to the idea of builders being around before Steve and Alex; An idea that has been alluded to for a while now. Secondly, the abandoned mineshafts should, by default, be relatively close to certain structures; these structures could include the strongholds, archaeological sites, desert wells, etc. This would lend to the idea that these structures have been "lived in" in the past. Perhaps they originally had a settlement there, perhaps they set the well up so they could mine for longer hours, etc. In any case, the players could continue to speculate, while also making the world feel like it had, at some point, been lived in. Lastly, the abandoned mineshafts should have an updated asthetic. Perhaps it could have rooms with exposed ores on one side, or allow you to find lanterns and raw ores in the chests. Perhaps the chosen wood could reflect the types of trees around it. Whatever the case, any improvements to the aesthetics would increase your motivation to travel through them. There's many more ways the abandoned mineshafts could be improved, but these are the ones I felt were most important, (at least off the top of my head). Thank you for reading :) [link] [comments] | ||
Be able to place carpet on stairs Posted: 02 Nov 2020 08:15 AM PST The carpet would automatically form in the shape of the stairs, and would add a ton of building customization. [link] [comments] | ||
Horses should be able to auto-pathfind on path blocks. Posted: 02 Nov 2020 03:02 PM PST Similar to how it is done in the Witcher, if you are running on path blocks with a horse, after a little bit, the horse should be able to run on the path by itself without input commands from the player. This would make horse a nice way to afk travel between places as an alternative to minecarts. [link] [comments] | ||
Wandering trader lamas have chests but will attack you if you steal from them Posted: 02 Nov 2020 12:42 PM PST The loot could have stuff from a number of places as well as a few emeralds, and maybe The Trader will sometimes restock from the chest, even items you put in it, so that You can make a custom trader in survival, and they will sell items at a back price depending on the item with prices modified baced on your villager friendliness score. [link] [comments] | ||
Posted: 02 Nov 2020 12:59 PM PST Minecraft is lacking in the diversity of the fauna ( at least in my perspective ) and that why Minecraft should add spawn egg just like tropical fish spawn egg that would spawn different birds like pigeon dove sparrow woodpecker Eagles hawks and others this would add colour and life into minecraft leave an upvote a comment and your thoughts on what other bunch of animals belong in Minecraft [link] [comments] | ||
Nether Wart (Nylium or Warped Leaves) should disappear like leaves Posted: 02 Nov 2020 03:53 PM PST This one I couldn't seem to find on the FPS list, so I'm gonna post it. When I am clearing out large areas of Warped or Crimson forests, I struggle having to remove every single nether wart block. It's a pain in the neck indeed. Nether wart blocks should be like leaves and disappear after mining the entire stem. This is because many of these trees are extremely tall or have a lot of Nether wart leaves. You can pick them up as a normal. This should just make it easier to remove them in survival. If this is FPS I would like to know. [link] [comments] | ||
Lanterns, glowstone and torches should flicker when a hostile mob is nearby. Posted: 02 Nov 2020 05:33 AM PST Imagine, you walking out of the new caves from 1.17 after a long day of mining, and then, your torches placed all around the cave flicker a few times. Then, you run home, and your glowstone placed as a light source in your house suddenly goes out or flickers, very quickly. I could see this added to Minecraft in 1.17, as it would add a new scariness to the game and mining overall. The mobs that would activate this effect are warden, creepers, enderman and phantoms. After the mob is killed or leaves the area, the lights will go back to normal, but only if your safe... [link] [comments] | ||
Posted: 02 Nov 2020 05:21 AM PST I think it would be really cool if goat horns could be used to call your last ridden horse (if you have one). I have had many times when I left my horse for a few minutes, it wandered off, and I couldn't find it. You could upgrade it's call distance with and enchantment. [link] [comments] | ||
Posted: 02 Nov 2020 07:50 AM PST This concept was inspired by /u/Seriously_nobody on his forest update post. Below I will list new blocks, biomes, trees and even mobs. First the trees... Weeping Willow-This tree would have leaf vines hanging down from it's branches, and inside them it is a little paradise of colorful spores and pollen. It does not have a special wood and it growns in swamps and regular forests. Cherry Blossom-This tree has bright pink leaves and grows a new food, cherries! This tree has a reddish wood and spawns in regular forests and even it's own biome, the cherry forest! Redwood trees-These MASSIVE trees would grow in taiga forests and even it's own mini biome, the redwood forest! Now for the biome... Boreal forest- These cold forests would have new types of leaves, fall leaves! In this biome little leaves will fall like rain and it may snow. Mobs**Ent-**This walking tree would not look like the one you know. Instead it would still walk, but with several root "legs" instead of feet and branches instead of arms. It also does not have a face, and will look like the tree of it's specific biome. These mobs are very strong and rare. **Bear-**We have panda and polar bears, so why not a black/grizzly bear. These bears will hunt salmon and eat berries, and will only attack if you separate it from it's cubs. They will also have little dens that you could go into. **Moose-**This large mob will spawn in the taiga forests and will only charge you if you attack it. **Moths-**These would spawn in forests at night and eat wool, as well as being attracted to lights. **Birds-**Grouse, sparrows and more will add coloful additions to the forest. New items, blocks and features**Sleeping bag-**This would be like a bed, however it would not set a new spawn-point, so it would protect you from phantoms and help you explore. **Flamnour(smore but healthy)-**Crafting a flamnour on a stick and holding the stick over a fireplace will make a smoked flamnour, which gives you 4 bars of hunger back. **Specific tree chests-**Now, if you craft a chest with a specific type of wood then the chest will look like that wood. Well that is all for the tree update concept, I hope you enjoyed and make sure to check out /u/Seriously_nobody later! [link] [comments] | ||
Pressing richt click on a piece of armor should equip it even if you are already wearing armor Posted: 02 Nov 2020 02:53 PM PST If I am wearing an elytra now, I have to go to my inventory, unequip my elytra and then equip my diamond chest plate so that I won't die. But this costs so much time, that I already died in the meantime. It would be better if you could just have your chest plate on the toolbar and then right click it to unequip your elytra and equip your chest plate. This way we won't die so much. [link] [comments] | ||
Upgrade the Spawners (Overworld) Posted: 02 Nov 2020 01:10 PM PST For a long time mob spawners were a option for mob farming, but let's be real, they are bad. Mob spawners are worse than a dark room above the ocean, and that doesn't make any sense at all. First you need to find a mob spawner, then build a mob trap (that will just farm one specific type of mob), and after all that work it will be worse than a common mob farm. My suggestion is: increase the rate of mob spawn in the overworld spawners, make them be a real alternative to the usual mob traps. That will increase their value and at the same time, of the dungeons. I mean, imagine two scenarios:
Another thing, using mob spawners make a lot more sense than mob traps! Maybe adding creeper spawners? [link] [comments] | ||
Posted: 02 Nov 2020 11:41 AM PST Sand Sharks are uncommon neutral mobs that spawn in sandy biomes such as Deserts, Sandy Beaches, and Badlands, at night. Unique to Sand Sharks is that they can "swim" through sand as if it was water. The Sand Shark is neutral and prefers to stay hidden. One may hear hissing beneath their feet, this means a Sand Shark is close. They attack when provoked by an ambush attack: they stalk the player and lunge out of the sand to take a bite. Look for their fin above the sand to tell if a hostile sand shark is preparing an attack. Additionally, nearby Sand Sharks may go hostile when the player is at low health, suggesting that Sand Sharks are scavengers. They drop sand upon death, and maybe their fins. Using their fins, one can make a suit that allows one to dive under sand and swim in it, but only for 10 seconds before they begin to suffocate. (To clarify, Sharks may not be ever in Minecraft, but Mojang did say an exception: one can suggest Fantasy Sharks) [link] [comments] | ||
Posted: 02 Nov 2020 09:50 AM PST As most of you know, hostile mobs like Zombies, Skeletons, or Spiders have their own variations (husk, tray, cave spider) and I think it's a really cool thing to make the game less monotonous and add some unique things to biomes like deserts and ice spikes or structures such as mine shafts. So I suggest adding more variations like: Frozen Zombies: a zombie who appears in the colds biomes, have a hat and gives you slowness/debility when it hits you. Hunter Skeleton: a skeleton that appears in the high mountains, has a hunter's hat and a bow with punch 1. This skeleton trolls you by shooting you to push you down. Camouflaged Creeper: A creeper with a gray tone who appears in the caves. This creeper is camouflaged with the stone, but isn't so dangerous like a common creeper, having half of his blast damage. I don't know if is a difficulty idea to programmers because they only are a retexture with different statistics. Hope you like it and give more ideas! And sorry for my english. [link] [comments] | ||
Posted: 02 Nov 2020 11:22 AM PST This would be simple really, it is just the fact you could place the feather pen in a pot like a flower. It would add a ton of building opportunities and a little place to store your pen, instead of in a chest. [link] [comments] | ||
Unique Boss Potions (for the wither and dragon) Posted: 02 Nov 2020 11:25 AM PST IntroductionBesides XP and beacons, the bosses don't drop anything useful. In Bedrock Edition, the wither has SIX HUNDRED HEART POINTS (300 hearts) and that'll probably come to Java someday. So, we should have some special potions themed on the bosses. Each ingredient has a 33% chance to be dropped, multiplied by difficulty when the boss fight began. So peaceful (0% drop), easy (33% drop), normal (66% drop), hard (99% drop), and on hardcore it's a 100% chance to drop two ingredients. PotionsPotion of Density - Brewed by a new item called Wither Crescent, it strengthens your body to have extreme durability. For 4 minutes, you're immune to drowning, fire, durability damage on armor, and projectiles bounce off of you, overall damage is also reduced by 10% (that's half as good as resistance level 1 from a beacon). The potion takes 10 seconds to "kick in" after you drink it, you can tell it starts when your hearts turn black. Remember that for every one of these potions, you have to kill a wither. It's fairly balanced. Potion of Force - Brewed by a new item called Dragon's Lung, it strengthens your RANGED attacks by 260% (equivalent of strength 2 but for range), your arrows will travel faster and as a result that extra damage occurs. Snowballs and eggs also work but don't deal damage. The reason for stronger projectiles is dragons are known for their fireballs. [link] [comments] | ||
Posted: 02 Nov 2020 05:35 AM PST with infinity II you can fire tipped arrows infinitely [link] [comments] | ||
Pilligers need to not spawn in caves during raids Posted: 02 Nov 2020 05:39 AM PST Me and my friend played for half an hour looking through caves trying to find the polluters and every second was agony [link] [comments] | ||
You should be able to break down leather armor just like you can gold/iron armor and tools. Posted: 02 Nov 2020 10:23 AM PST Currently, you can take gold and iron armor and tools, put them in a blast furnace, and get nuggets in return. This provides an excellent use if you have a hostile mob farm which produces these items in bulk so that you can get some use out of the ore. You should be able to put leather armor on an armor stand and then use shears on it to turn it into leather pieces. Then, combining some number of leather pieces with slime would turn them back into leather, acting as glue. Then, overflow leather items from a mob farm would result in a renewable leather resource which would be useful for crafting books! [link] [comments] | ||
A game rule to toggle the pre 1.9(and bedrock) combat system Posted: 02 Nov 2020 02:05 PM PST This game rule would allow admins on worlds and servers to enable the combat system before 1.9, and allow PVP servers to keep the PVP mechanics the same while being able to use the new blocks, entities, items, etc. in the latest version of Minecraft. This would also very slightly fit in with java players' requirements to migrate their Mojang account to a Microsoft account because bedrock players are still able to spam attack with swords. I don't know what to name this if it were to be added, but probably something like "/gamerule originalCombat [true/false]" [link] [comments] | ||
Posted: 02 Nov 2020 10:19 AM PST What if putting top slabs on noteblocks reduced the volume of the individual noteblock by half? That way if you made a song/noise and you could control it even more [link] [comments] | ||
Posted: 02 Nov 2020 11:07 AM PST The idea is creating a mechanic that would allow you to make you own music with the goat horn. Holding the right click will make you blow it, and it will consume breath. The higher you look up, the higher the pitch. The lower you look down, the lower the pitch. Maybe it could be a different item, so that you could have both the current goat horn, and this new item. [link] [comments] | ||
Minecraft should reinvoke the fear of the night Posted: 02 Nov 2020 12:16 AM PST Think about it. Now at days, you aren't scared of the night (untinentionak but great pun). You don't dread it or feel like you need quick shelter. A hole in the ground and you're safe. Have a house? Your house is safe forever. It's just pathetic. It's called "Survival" not "Be alive-al." Make it able for enemies to actually invade you. If creeper could destroy your stuff, sure it would suck, but if there were certain blocks that could withstand the force, you would have fought for your own safety. Make zombies able to slowly break less durable blocks. Maybe so do pollsters can actually raid you. Maybe not as many as in a real raid, but still a few, and make them shoot arrows through your week spots, just goals to climb your buildings, that stuff. Because, for the extrinsically motivated people, this is just... stale. [link] [comments] |
You are subscribed to email updates from Minecraft's Suggestion Box. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |