Minecraft Spiders should not take fall damage if they land in cobwebs |
- Spiders should not take fall damage if they land in cobwebs
- Eels
- Goat horn sound should make nearby stalactites fall
- Vines should age just like kelp, and stop growing at some point
- Overtaken Villages
- Make it so you don’t need to be hungry to eat suspicious stew.
- A map to find a fortress
- Underground Roots for the Cave Update
- Moon Crater and Moon Rock
- Piglins should drink Fire Res when they take fire damage
- New potion: potion of the clownfish master!
- Minecraft's Loot should be overhauled.
- Bookshelves of different wood types.
- Utilizing zombie horses in survival
- Goat horns should be used to summon pillaged patrols
- Goat horn enchantments
- "Nice" mobs
- Giant Bats (New mob/Bat rework)
- Add a Hostile Mob in Flooded Caves
- Chilling touch
- New enchantment idea for bows
- Realistic Thunder
- Lasso!
- Glowstone Glass
Spiders should not take fall damage if they land in cobwebs Posted: 22 Nov 2020 06:07 AM PST We probably all know that spiders have a very dangerous habit of crawling up walls and then jumping down taking heavy fall damage. In the same way spiders are unbothered by the slowing effect of cobwebs, I think cobwebs should negate any fall damage for spiders that land in it. Although this might not be super relevant since cobwebs mostly generate in isolated mineshafts, I think it would be a neat detail. It can also be of use to builders and mapmakers when making spider traps of various types without having to worry about the spiders killing themselves. [link] [comments] | ||
Posted: 22 Nov 2020 09:07 AM PST Short and simple one today. Thought of what aquatic stuff could spawn in caves and suddenly recalled this eel I saw in New Zealand in Waitomo caves a couple years back, so here goes. Eels are passive aquatic mobs that spawn in cave lakes and water bodies. They're about 1.5 blocks long and have 5 hitpoints (2.5 hearts) of health. As aquatic mobs, they are affected by Impaling on Tridents. When killed, they drop 0-1 slime (25% chance), 0-1 bones (25% chance) and 1 Raw Eel, which can be cooked in a smoker/furnace into Unagi. Raw Eel recovers 2 Hunger Points (1 drumstick) and Unagi restores 6 Hunger Points (3 drumsticks). They also drop 1-3 XP points if killed by a player or a tamed wolf. They can be scooped up in a bucket like most fish, and once placed down by bucket do not despawn. However, they do not suffocate on land like other fish. Instead, similar to guardians, they move to the nearest water source asap, except by slithering instead of bouncing like a ball like Guardians. When in the water, they tend to swim near the bottom rather than nearer to the surface. When fishing in cave lakes, you have a 25% chance to catch a Raw Eel on your rod. Why you're still using fishing for anything is beyond me. Fishermen will sell Raw Eel to you too. I could talk about the other ways you could get them from villagers and the statistics and data etc. but I did and it took up half the page, so nope. In case you haven't noticed, this is literally a ctrl c + ctrl v (copy and paste) of the salmon mob except it drops slime, doesn't suffocate, spawns in caves and has double the health. TL;DR add cave fish edit: i guess it would've been a great idea to clarify this is just another generic fish type mob with nothing to do with electric eels whatsoever. electric eels are completely different animals and deserve a completely different mob unrelated to regular eels should they be added. here is a much older electric eel suggestion i made, yall can go check it out and i plan to do a version 2 of that some time soon. [link] [comments] | ||
Goat horn sound should make nearby stalactites fall Posted: 22 Nov 2020 03:29 AM PST | ||
Vines should age just like kelp, and stop growing at some point Posted: 22 Nov 2020 01:59 PM PST If you go in a jungle biome, there are vines everywhere, some long, some short, some sticking to tree trunks... But if you decide to settle down in that place, and you stay there for a long time, the vines just take over, there are litterally curtains of vines everywhere, that are annoying, ugly and don't look natural... My solution would be to give vines a random age, just like kelp, and when it grows, the next vine has one age less than the previous one. That way, vines will grow at random lengths, and will stop at some point, which will make it look a lot better, and a lot less annoying. [link] [comments] | ||
Posted: 22 Nov 2020 10:54 AM PST Some villages should generate as if they were overtaken by a raid. There would be pillagers and the occasional vindicator that naturally spawn here. There would be jail cells that contain hostage villagers, too. [link] [comments] | ||
Make it so you don’t need to be hungry to eat suspicious stew. Posted: 22 Nov 2020 09:52 AM PST The main appeal of suspicious stew is the potion effects provided by them so I don't think it makes much sense to need to be hungry to use them. It would be like if you had to be hungry to eat a golden apple. [link] [comments] | ||
Posted: 22 Nov 2020 09:37 AM PST Nether fortress are really hard to find. Now, to get the map you don't need to trade with a villager, it's a loot that spawn in Ruined Portals (only in the nether, also i am not really sure about where to find/how to get the map, so if you want to give ideas in the comments go a head), it works like a treasure map would. [link] [comments] | ||
Underground Roots for the Cave Update Posted: 22 Nov 2020 06:12 AM PST With the Caves and Cliffs update coming out, players will spend more time in caves than ever before! The worst thing that can prematurely end a spelunking session is running out of resources, namely food and sticks; both are much scarcer and harder to plan inventory out for early and mid game. Introducing the roots block. Looking similar to a vine and growing down from the ceiling as such, harvesting them will give you roots you can craft into sticks or eaten as an inefficient food source, allowing you to hit two birds with one stone and solve a food shortage issue in a pinch or craft more torches. [link] [comments] | ||
Posted: 22 Nov 2020 10:35 AM PST Moon Crater is an uncommon structure which can be found in the desert. It will look like a small hole in the ground, and in the middle there is a small chunk of moon rock.Moon rock is a soft building block with a texture similiar to the moon. When mined, it will drop Moon Fragment. Four Moon Fragments craft a moon rock. Maybe moon fragment can be used to brew Moon Walk potion, which gives the player the abilty to walk and jump like he is on the moon. [link] [comments] | ||
Piglins should drink Fire Res when they take fire damage Posted: 22 Nov 2020 10:09 AM PST I always found it weird that piglins could die from fire damage even though they live in the Nether. Piglins do barter fire resistance potions, so maybe, when they start taking fire damage, they could drink a fire resistance potion. This could be similar to how wandering traders drink invisibility during the night. [link] [comments] | ||
New potion: potion of the clownfish master! Posted: 22 Nov 2020 11:04 AM PST The potion of the clownfish master would be a mixed effect potion(simmilar to the potion of the turtle master) but acts roughly in the opposite way. It would be brewed from a tropical fish. This potion would give you speed III, but weakness II at level I, and speed V and weakness IV at level II. The duration mechanics would work just like the turtle master potion. This makes it easier to run away from others, but makes it harder for you to deal damage. [link] [comments] | ||
Minecraft's Loot should be overhauled. Posted: 22 Nov 2020 12:47 PM PST Minecraft's curent loot is weird, as how good the chest content are rarely scales with the difulty to get 'em. (often a desert temple will have a better loot than an woodlands mansion), so I think the loot should be overhauled in almost all structure to give the players a better reward. The loot of vilages and Ruined portals and shipwrecks would be the first tier, and should be kept as they are. For the second tier we would have the loot of underwater ruins, wich should be buffed to match the curent desert temple loot. In this tier we would also have Desert temples and Jugle Temples (with the last reciving a small buff aswell) For the 3rd tier we would have the dungeons and mineshafts loot, that should recive a big buff, with more gold, iron and many emeralds( and some enchanted iron and chailmail gear) 4th tier would be nether fortress, bastions and strongholds. All of them should be buffed to match the Bastion remnet loot, with the stronghold having plenty of enchanted books And 5th tier would be for the woodland mansion. It's loot should be completly overhauled, Some of the loot to be found would be: Iron and iron blocks, gold, a lot of lapis and redstone and wheat. Golden aples would be common. There also should be a lot of enchanted books and even some potions to represent the magic. Dimond gear if 2/3s or less durability with curses would also not be uncomon 6th Tier would be the endcity loot, and it could be impoved, but it is not a must. Upvote on the feedback site for the devs to see: https://feedback.minecraft.net/hc/en-us/community/posts/360074883432-A-Rebalance-To-Minecraft-s-Loot [link] [comments] | ||
Bookshelves of different wood types. Posted: 22 Nov 2020 10:22 AM PST The only type right now is the oak bookshelf. It can clash with the interior of your house depending on what it's made of. [link] [comments] | ||
Utilizing zombie horses in survival Posted: 22 Nov 2020 01:25 PM PST so we all know there are mobs in the game that are not possible to spawn, or summon in survival mode. this includes the giant zombie, the killer bunny, and the illusioner(for a full list go to this link https://minecraft.gamepedia.com/Mob). It makes sense that those mobs aren't in the game since the killer bunny and giant wouldn't make sense being in the game. And while the illusioner would make sense, it is extremely overpowered and difficult to defeat (that doesn't mean I don't like a challenge though). But it doesn't make complete sense to me that the zombie horse isn't utilized in survival mode. We already have normal, and skeleton horses, so why not zombie horses? Here are some suggestions special event this would be similar to the skeleton horse event. It could happen in a thunder storm and it might be a 50/50 chance to spawn a zombie or skeleton horse trap when it would usually only spawn a skeleton trap. It could also only happen in the rain and could be more common then the skeleton horse keeping it as the most sought after horse type. It could also be dependent on the biome you're in, so maybe it only will spawn in a snowy biome when it's snowing, or in a desert biome when its thundering so it's harder to find them since lightning doesn't strike in desert biomes (correct me if I'm wrong on that since I'm not 100% sure). spawning It could spawn with a zombie riding it as a special mob just like the spider jockeys or baby zombie pigmen on chickens. The zombie would probably have a sword or shovel cause it wouldn't look to cool to just have a normal zombie riding an awesome zombie horse. although this would make the zombie horse more common than I think it should be. Finding them in the wild Maybe there could be new generated structures that are like old run down farms (not exactly what I'm thinking but you get the idea) and you could find them in there. They also could spawn in new rooms in strongholds like a special war room with chests of weapons, and armor stands with leather gold and iron armor. Or abandoned villages could have new stable structures and you can find them in there, This would make it very rare as abandoned villages have only a 2% chance of generating in java edition. I don't think these are necessary for the game but it's nice to have a ton of little Easter eggs in a game that aren't used in the game all too much but it gives the game so much more depth and variety in how you play the game. (I also think more weapons would add to that but I'll save that for another post) <3 [link] [comments] | ||
Goat horns should be used to summon pillaged patrols Posted: 22 Nov 2020 11:10 AM PST As of now, pillager patrols are very randomized, and it can be hard to find a pillager outpost. Since pillagers use a raid horn, the goat horn should summon some curious pillagers, and allow you to start a raid at any time. [link] [comments] | ||
Posted: 22 Nov 2020 02:00 AM PST There have been a lot of posts lately about what the goat horn could be used for, so here's my two cents. The goat horn on its own shouldn't do anything (beyond making the sound), but players should be able to enchant the horn to gain various effects. Some examples could be: -Scouting: when the horn is blown, every hostile mob in a certain radius gains a few seconds of the glowing effect, much like how ringing a village bell will highlight nearby illagers. Players could use this to locate nearby mobs, whether ones hiding around corners or underground. Could have levels to increase the radius. -Panic: when the horn is blown, every hostile mob in a certain radius becomes afraid of the player for a few seconds, and will flee from them similar to how Creepers flee from cats, Hoglins flee from warped fungi, etc. This could be used when a player is being overwhelmed by a swarm of mobs. Illagers would be immune, as would boss mobs like the Wither, Ender Dragon, and Warden. Could have levels to increase the radius or how long the fear lasts for. -Rally: This would cause tamed mobs within a certain radius to teleport to the player, much like how other posts have suggested the horns could be used to summon tamed pets. Could be used to retrieve lost pets or to bring horses over tough terrain. (I think this enchantment shouldn't be able to be placed on the same horn as either of the others, as having both effects go off at once would be too chaotic) These are just a few ideas that I'm sure could use some tweaking. Please leave me your thoughts below. EDIT: A lot of people have pointed out in the comments that some of these enchants could be somewhat overpowered if players can just spam them willy-nilly. To combat this, horns should have either durability, a cooldown of some kind for use, or both. [link] [comments] | ||
Posted: 22 Nov 2020 02:51 PM PST It means as this: if you "help" a mob kill another mob, it will not attack you. Suppose a skeleton's arrow hits a zombie. The zombie will try to kill the skeleton afterwards. If the player helps the zombie kill the skeleton, the zombie will not be hostile towards the player and becomes neutral instead. Same for any pair of mobs attacking each other. [link] [comments] | ||
Giant Bats (New mob/Bat rework) Posted: 22 Nov 2020 02:22 PM PST
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Add a Hostile Mob in Flooded Caves Posted: 22 Nov 2020 10:27 AM PST A large part of being afraid of swimming in dark/deep water is the thought of what could be swimming around in there with you. So it wouldn't be very interesting if you knew for certain that there isn't going to be anything in the dark cave water. Even just having drowned spawn in submerged areas of caves would be good, but a unique hostile mob would be better. [link] [comments] | ||
Posted: 22 Nov 2020 02:01 PM PST The opposite of fire aspect. It freezes mobs it hits, slowing them down and doing damage over time. It deals extra damage to blaze and other mobs that don't take fire damage and it basically a stand in for fire aspect for the nether. It cannot be on the same blade as fire aspect, and it does not affect strays. [link] [comments] | ||
Posted: 22 Nov 2020 11:26 AM PST I came up with a new enchantment for the bow called Sharpshooter. The enchantment would assist aim while using the bow. The downside to this enchantment is that it burns through durability fast like the infinity enchantment. Mending also can not be added to bows with the Sharpshooter enchantment. [link] [comments] | ||
Posted: 22 Nov 2020 10:35 AM PST In real life, a thunder can be heard a few seconds after a lightning strikes because of the great difference between the speed of light and the speed of sound. Right now, when a lightning strikes, a thunder can be heard at the same time. Mojang should fix it, by making it so that a thunder comes in delay after a lightning. [link] [comments] | ||
Posted: 22 Nov 2020 06:20 AM PST Just a lead in the top corner and two more pieces of string diagonally to craft. Acts just like a fishing rod except if you hit a mob you can pull them like a lead. [link] [comments] | ||
Posted: 22 Nov 2020 01:44 AM PST Watched Grian's video where he built a "spotlight" using glass. I couldn't help but think if there was a glass block that glowed it would look absolutely stunning at night and more realistic. Plus glowstone glass would be a great addition to lighting mechanics in builds in general I think. We could always use more of that stuff. You could craft it using glowstone dust surrounding a glass block? [link] [comments] |
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