Minecraft Hammers and their uses |
- Hammers and their uses
- Your health should regeneration whenever you go to bed
- Netherite gear should be repairable with scraps
- Blue Whales - A Truly Spectacular And Very Rare Sight!
- Kelp caves and kelp forest addition
- More uses for the smithing table
- Add shield sledding
- SoulFire Blazes
- When fireworks are shot from crossbows they should explode when it hits any entity, including players
- Amplified Worlds Contain Amplified Caves
- TNT damages entities but does not grief
- Spiders attack players in Cobwebs regardless of Light Level
- Make bedrock bans appealable
- Dog Breeding Rework: Selective Breeding
- Command blocks with errors in them should create smoke particles when activated
- Zombie should become husks in the nether
- Magic Protection armor enchantment
- Creepers start to burn in Daylight when exposed in it for too long
- Reverse Drowning
- A netherite ingot should fully repair a netherite tool or armor.
- Every item should be stackable to 64 inside a crafting table
Posted: 19 Dec 2020 01:50 PM PST
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Your health should regeneration whenever you go to bed Posted: 18 Dec 2020 06:20 PM PST Nothing like a good nights sleep! Edit: To clarify, if this is on multiplayer, everyone has to be sleeping. It will also only regenerate if it's night and then it becomes morning. [link] [comments] | ||
Netherite gear should be repairable with scraps Posted: 19 Dec 2020 12:01 PM PST You know how annoying it is if your netherite gear doesn't have mending on it so then you have to get an ENTIRE! Ingot which you could have used to make another peice of gear and also I think it's a neat concept repairing your tools,weapons and armour with scraps and also I'm tired of having to get a whole ingot just to repair my gear a little bit (since it doesn't have mending) [link] [comments] | ||
Blue Whales - A Truly Spectacular And Very Rare Sight! Posted: 19 Dec 2020 09:38 AM PST Imagine this - you are swimming in the depths of the ocean, amongst the fish and glow squid. Then suddenly, you see an absolutely ENORMOUS monster in the depths, swimming gracefully alongside you! You hear the distinct cries of this gentle giant and it is absolutely mesmerizing. You return to your base and watch the beast swim past through the glass. It is magnificent. The Blue Whale would serve very little in survival other than being a spectacular rare sight. Not everything has to have loads of purpose. Case in point, the glow squid itself. The Blue Whale would be absolutely MASSIVE, up to 25 or 30 blocks long and 10 blocks in height or so. Because of needing such a large area to spawn, these mobs are extremely rare, only spawning in the most open ocean. The Blue Whale is completely passive, not attacking you or any other mob it sees. You can't breed them either. They would also have a whopping 500 HP. Once every 20 minutes, they will gracefully swim to the surface of the ocean for a breath (watch out, they may tip your boat!) and maybe if you're really lucky, you'll be sailing and catch sight of one doing so! The ONLY caveat or danger with these creatures, they ARE big enough to engulf you. If you or anything were to swim into their mouth when it's open and making its distinct call, you could get accidentally eaten. These mobs will never seek to attack or hurt you or anything else. And for this to happen, you'd almost have to TRY to swim into its mouth. They move slowly, a lot slower than you, so you would never be swimming and just find yourself getting chomped. You'll know from far away that the whale is there, so you'd essentially have to try to get eaten. This falls in line with Mojang's rule that there are no random bad events. The Blue Whale also falls in line with Mojang's love of adding endangered creatures to raise awareness of them. If we're getting a squid whose only purpose is aesthetics, I don't see why this mob should be off the table. Sometimes quality of life additions are welcome (i.e. the jukebox). [link] [comments] | ||
Kelp caves and kelp forest addition Posted: 19 Dec 2020 11:22 AM PST Kelp caves would be a cave similar to the lush cave that spawns near kelp forests in mountain biomes or other seaside biomes. Instead of the bright green aesthetic there would be a slightly darker stone and occasional basalt patches and a new block rack (washed up kelp the purple red stuff you see on the beach) and also some other vegetation hanging from the ceiling. Walking through rack has a one in three chance of getting pinched by a crab (more on that later) There would also be constant water dripping from the roof of the cave and all of the vegetation would be a dark purplish red. As for the kelp forest itself there would be saragussum floating on the surface which can be used to make buoyancy potion which shoots you to the surface when deep underwater. A more rocky sea bed nests of various creatures and thick vegetation covering the entire seafloor there will also be rare patches of red coral. The mobs to be added are.... Rockfish basically the generic fish to go along with the others can be caught in a bucket is a pinkish red colour with pixels covering it's head and fins like a puffer fish but they can not harm the player. Puffer fish and salmon can also be found here. Urchins are passive mobs that eat the fast growing vegetation on the seafloor and deal poison on contact. Kelp dragon the first semi fictional animal here resembles the real life leafy sea dragon (think of the pokemon dragalgae) their bodies go up and down in a wavy shape and they have long tendrils that resemble the kelp and other vegetation trailing off their bodies they are four blocks long and about as wide as a dolphin they also have long thin jaws with small teeth. they are invisible while stalking prey and naturaly hide and sleep inside of the saragussum they attack if they are hit. They can be tamed with rockfish and/or dried kelp blocks but it will take more than forty most of the time and if you hit one the taming bar resets and they attack you but you have a speedy ocean mount that can fight for you and jump high out of the water. Crabs can sometimes spawn with a shell and drop their current shell if they see a bigger one they pinch you if you walk into a rack block and will do so until you leave there I'd a one in one hundred chance of seeing a giant hermit crab that Is three blocks wide in every direction and have a four and a half block shell that spirals diagonally. This took a long time to make so if you have any other ideas please reply I'd love to hear your opinion. [link] [comments] | ||
More uses for the smithing table Posted: 19 Dec 2020 10:01 AM PST the smithing table currently has only one use, to convert diamond to netherite. Here I will suggest other uses for the table, attempting to stick to a vanilla feel. Additionally having more armour sets will allow the player to express themselves creatively, without having one set to rule them all.
========= MY THOUGHTS AND REASONS========== Gilded items reflect the way gold was supposed to be in my mind. Gold tools were sometimes better than diamond, but had way less durability. when netherite was introduced then this was no longer important. Gilded armour is a trade off, and I think a pretty balanced one. The regal set is mostly here because I want to roleplay as a king. It may make trading too overpowered, because it can be stacked with curing a villager, so that's something to watch out for. With infused items I want to bring about a new way of looking at enchantments. The whole point of this idea is to allow creative expression with the armour you wear. With enchantments there is a goldmine of untapped potential, and making a tool set that encourages exploring your favourite enchantments and taking them to the max is really good. Possibly increasing the cap by two might be very fun, however you may have to limit sharpness and protection at V so it does not become the default best armour set. I am particularly excited for frost walker V and knockback IV. Fluffy boots are cool and I like them. This is a more lighthearted idea. It fits in with the wool occlusion theme, and also the wintery snowy aesthetic. a whole fluffy set would be amazing, but I cannot think of a reason to add this. Lined armour came about because chainmail is kind of overlooked. Its quite hard to get and it has basically no use. having it feed into the tank build would be great, combining it with the turtlemaster potion. Alternatively you can combine it with slow falling and jump boost to mitigate the effects Glass armour is for those who think armour is ugly and opts not to wear it. I think that glass armour would be very nice for role playing. Unfortunately it does not work well with the invisibility theme, that being vulnerable but hidden. This is why I chose to make it have such little durability. This means that you are still vulnerable, and it does not become the no.1 choice. [link] [comments] | ||
Posted: 19 Dec 2020 01:28 PM PST This would fit perfectly with the new mountains update, and it would add that you can use your shield as a sleigh (it would perform like a boat on snow, except it would be slow horizontally but accelerate when going downwards). [link] [comments] | ||
Posted: 19 Dec 2020 04:17 AM PST This one is very straight forward, but also very important to the key elements of beating minecraft. Recently, a minecraft speedrunner has been accused of cheating. I'm not going to go into much detail as I am not one who knows much detail, but I did watch this very interesting video on the topic. The general idea is this: Ender pearls and Blaze rods drop about 50% of the time from killing their respective mob. On top of that, you have to find a blaze spawner inside a nether fortress/warped forest in the nether to truly get anywhere with good chance. Obviously, the chance is low, but there is a possibility of killing ten blazes and getting absolutely no blaze rods. The point being stressed here is that A) three of the most important structures/mobs of the game are completely RNG based, and B) that leaves hobbies like speedrunning and general single player pros in a bit of a state of frustration when they have to spend more time than they know they have to. My solution is Soulfire Blazes. Soul soil in my opinion is absolutely useless. Maybe if nether farming was added, i could possibly, maybe see it as useful enough, but right now, it serves no purpose other than being a retextured soul sand with no speed sap. Let's change that :) When a player finds a blaze spawner in a nether fortress, they would now have two choices. Fight regular blazes, or place soul soil around the spawner and wait longer, but get more reward (I'll get into the numbers later). The general idea is to get a blaze that has an extremely high drop rate with a bit more traversing needed. Now here's the number section: I'm fairly certain a blaze spawner is in a 5x5 space with a 3x3 cubic block of air around it. If a player places soul soil anywhere within that 5x5 space (basically where the nether brick fences are, but no further), it will completely change the spawning mechanics. "Blazes" will no longer spawn, and instead be replaced with "Soulfire Blazes," a blue alternative that has double health, double damage, and 1.6% the spawn rate of normal blazes... but 100% drop for a single rod. An extra 20% for a second rod, and then if a second rod is dropped, another 20% for a third. For every piece of soul soil placed, the spawn rate goes up by +1.6%. If my math is correct, with the 5^^3 space, the spawn rate has the chance of hitting 200% when the entire space is filled (but you won't want that, since then you can't get to the blazes). I'll be trying to come up with a solution to the ender pearl problem with the same general idea of using an "unloved" block and giving it some life, so if you have thoughts on that, let me know and I'll mention you if I use it or think it's an honorable mention :) [link] [comments] | ||
Posted: 19 Dec 2020 03:32 AM PST This might've been done before. Currently in Minecraft bedrock, any firework launched from a crossbow goes through entities and doesn't explode upon contact [link] [comments] | ||
Amplified Worlds Contain Amplified Caves Posted: 19 Dec 2020 02:45 PM PST With the Caves and Cliffs update Mojang will be completely reworking how caves generate in Minecraft worlds. An idea I had whilst playing in my amplified survival world is that since caves are being reworked, they might as well amplify them in a similar fashion to normal biomes in Amplified world types. This would mean:
This idea would fit perfectly into Minecraft and truly destroy an unnecessarily orderly part of the chaotic amplified worlds. [link] [comments] | ||
TNT damages entities but does not grief Posted: 19 Dec 2020 08:33 AM PST This gamerule allows the title to happen. It's useful for landmines if you don't want to break anything or just an all out war without griefing, or it could be useful to keep griefers away. Command for the gamerule /gamerule tntgriefing [boolean:True|False] /gamerule tntgriefing true /gamerule tntgriefing false [link] [comments] | ||
Spiders attack players in Cobwebs regardless of Light Level Posted: 18 Dec 2020 10:10 PM PST So I think this would work because spiders will think "A good time someone got trapped in my web!" and then eat that prey. Same for Minecraft spiders. Thus, spiders should attack players in cobwebs regardless of light level. An interesting mechanic but this would almost never happen because cobwebs are usually only found in mineshafts, and mineshafts are dark, so spiders would automatically attack players even when the players are not in mineshafts. [link] [comments] | ||
Posted: 19 Dec 2020 03:32 PM PST My account got permanently banned for swearing once in a server and now everything I had is gone [link] [comments] | ||
Dog Breeding Rework: Selective Breeding Posted: 19 Dec 2020 07:59 AM PST When you think of how dogs relate to wolves you probably think of selective breeding, right? Well, there's already selective breeding in the game...for horses. I'm suggesting that you should able to breed wolves for specific traits. Such as Attack Strengh Speed & Jump Height Size. And that they should spawn with natural variations in these traits. To make selective breeding easier, there should be a physical indication as to their traits, such as muzzle size for attack strength and the length of the legs for speed and jump height. [link] [comments] | ||
Command blocks with errors in them should create smoke particles when activated Posted: 19 Dec 2020 02:45 PM PST This will help people making huge command block stuff, since they don't need to check every single command block for errors. This will probably be a toggleable option for the potato pc people [link] [comments] | ||
Zombie should become husks in the nether Posted: 19 Dec 2020 12:20 AM PST Maybe a fire resistance potion can make it so that they don't transform for ever in case you do want them to stay a zombie. [link] [comments] | ||
Magic Protection armor enchantment Posted: 19 Dec 2020 11:39 AM PST You can't really protect yourself from attackers who are using magic, like if someone were to 'bomb' you with potions of harm, poison, slowness, weakness, etc. I think that there should be an armor enchantment that protects against Magic, just like how there is Projectile Protection, Blast Protection, and Fire Protection. I've seen Magic becoming more and more used in PvE, as well as more ways to get inflicted with magic damage in PvE, so it would be nice to see this added. [link] [comments] | ||
Creepers start to burn in Daylight when exposed in it for too long Posted: 19 Dec 2020 04:11 PM PST I know they are not undead mobs, keep in mind. I do not think they should burn instantly when exposed to sunlight, but maybe like if they stay exposed to daylight for too long, maybe 2-3 minutes, then they start to burn, like undead mobs. So most of the time when players see creepers when just waking up, they would not burn, but after some time, the creepers would burn. Cool mechanic, but this post is not a complaint. The thing I chose about why this should be the case is that every hostile mob is affected by daylight in some way. Skeletons and zombies burn, spiders become neutral, enderman teleport; I'm excluding witches because they are quite rare. For creepers, I wanted a unique trait. [link] [comments] | ||
Posted: 19 Dec 2020 03:53 PM PST So I think the drowned mob should basically be able to breathe underwater, and will take air damage when they are out of water for too long. Technically like reverse drowning. There will be a few differences though. The drowned mob can survive much longer on land than players underwater. In this case, the drowned mob can survive for about 1 minute on land consecutively. I think it would be cool for drowned to have this effect, because besides tridents, another mob with an exclusive feature or mechanic! [link] [comments] | ||
A netherite ingot should fully repair a netherite tool or armor. Posted: 19 Dec 2020 12:49 PM PST Its quite unfair that you require 3 ingots to repair a tool fully when you only require 3 diamonds to repair a diamond tool, making netherite worse in a sense, which shouldent exist. [link] [comments] | ||
Every item should be stackable to 64 inside a crafting table Posted: 19 Dec 2020 10:46 AM PST |
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