Minecraft A song called “outro” should play on the deep dark |
- A song called “outro” should play on the deep dark
- I have an idea for a special Curse that can be put on items to aid with farming - Curse of the Void. Thoughts?
- Desert wells should have a chance to spawn with a loot chest underneath it
- Enchantment idea: Bountiful
- Make the cave spiders’ eyes green
- Structure blocks should produce a hologram of the structure when you pre-load the structure.
- More Jungle Structures
- Naming a mob "frozen" will remove its AI
- Wandering Traders breeding with villagers
- Wither Skeletons have a 25% chance to spawn with iron swords.
- Rice and sushi
- New Illager: Assaulter
- An easier way to command dogs: the dog whistle
- Lost Souls: New mob for the soul sand valleys
- We should add Jungle Villages!
- New effect: Gravitation
- Ender bat
- netherite's used in the lodestone recipe, so why not make it magnetic?
- Rope ladders
- Iron will enchantment
- Void Fire
- Cobble variants of different types of stone
- Magnetite - New End Ore used for Functional Magnets and Further Reaching Magnetite Tools!
- Villagers obey the law of nether
A song called “outro” should play on the deep dark Posted: 07 Jan 2021 09:41 AM PST You know the unused song intro? Well how about a remade slightly darker version without the nostalgic humming called outro? It will give you that feeling of nostalgia but also have that feeling that it's all crumbled away and all happiness is destroyed as you're going insane down there [link] [comments] |
Posted: 07 Jan 2021 06:30 AM PST I've been having this idea for a while. Curses in minecraft have been around for a while now and while they offer a bit of variety, they mostly fly under the radar. I think with Mojang's recent support of farming (adding Endermites to make Enderman farms easier, the new way to farm shulkers) a curse that aids the player in some situations can fit into this trend. Thats where Curse of the Void (name is open to change). If applied to a sword or axe, any mobs the player kills would drop no loot. This is bad early-game, but when you have farms set up, you often times don't want your inventory to fill up with 712,000 ender pearls after a visit to your Enderman farm. But this curse can aid late-game farming in other ways too. Ever wanted to grind through an absolutely massive area of the Nether with and efficiency V diamond pick (looking at you Ph1lza) without having to worry about the massive amounts of Netherrack that drops? Put Curse of the Void on your pickaxe and voila - all drops from blocks are gone, leaving you to mine freely. I think this would be a cool mechanic to see, something that is generally bad early-game but can have a complete change of tonality in a different context, i.e. farming. I would love to hear the community's thoughts on this. [link] [comments] |
Desert wells should have a chance to spawn with a loot chest underneath it Posted: 07 Jan 2021 04:11 AM PST Desert wells currently are a pretty bland structure. They have no good qualities and only contain some water. Maybe to attract people to them more often, add a chance of a loot chest to spawn underneath it. It would contain the same loot as a desert temple chest. [link] [comments] |
Posted: 07 Jan 2021 06:09 AM PST I think bountiful could be the equivalent to Fortune or Looting but for a hoe. Breaking flowers, mushroom blocks, crops, etc. with a Bountiful hoe yields more than usual amount. Similar to fortune, it would have levels I, II, and III [link] [comments] |
Make the cave spiders’ eyes green Posted: 07 Jan 2021 11:17 AM PST It's pretty simple really. Makes it more distinct from normal spiders and indicates that it's poisonous [link] [comments] |
Structure blocks should produce a hologram of the structure when you pre-load the structure. Posted: 07 Jan 2021 10:29 AM PST Sometimes when you load a structure using a structure block, it ends up being flipped or mirrored or rotated for some reason. It should show you a hologram of the structure, like schematics in litematica, so that you can confirm if the structure is in the right spot or if you still need to tweak the settings. [link] [comments] |
Posted: 07 Jan 2021 09:40 AM PST Jungles are probably the most mysterious biome, with the least amount of things to find. I suggest encouraging exploring jungles with these new structures. 1) dead adventurer 2) Campsite 3) buried tomb 4) Jungle outpost 5) great tree 6) ancient ruins [link] [comments] |
Naming a mob "frozen" will remove its AI Posted: 07 Jan 2021 09:12 AM PST pretty self explanatory. Naming a mob to "frozen" will no longer make it move, attack, change states (ie, wolves cannot become angry), change profession, offer trades, barter, get targeted by mobs or make sounds. Frozen mobs will still be effected by gravity (flying mobs will hover in place), get dragged by leashes, enter minecarts and boats, take damage, and get pushed by entities/slimeblocks. you can unfreeze a mob by renaming it to anything else. Withers and other bosses cannot be frozen. Creepers can be frozen whilst exploding. Freezing then unfreezing a villager will refresh its trades. Freezing a mob during an animation will pause that animation. /Gamerule AllowFrozenMobs false will toggle this feature off, however already frozen mobs will remain frozen. Killing frozen mobs will not drop their loot, unless it is an item they have picked up. this is useful if you want to use leashes in your buildings, if you want to scare your friends with an inanimate creeper popping out of a slimeblock contraption, or if you want to decorate your build with some mobs (maybe act out some pillager raid on your village, or have your undead army stand ready at the gates of your castle) [link] [comments] |
Wandering Traders breeding with villagers Posted: 07 Jan 2021 10:01 AM PST Right now, the wandering traders might not be that useful to some people, so this post might fix that. Wandering traders might be special villagers, but they're still human like the other villagers. I think the wandering trader should be able to gossip with other nearby villagers, and breed with them. If the wandering trader breeds with a villager, there could be a particle effect and the wandering trader will turn into a nitwit or unemployed villager. This would be very helpful to someone who only has one villager either if they only healed one zombie villager or if their village was attacked. If a wandering trader comes by, they have a chance to get more villagers. The wandering trader will still despawn if he doesn't breed and convert into a villager, so the player will have to make them breed before he does. [link] [comments] |
Wither Skeletons have a 25% chance to spawn with iron swords. Posted: 07 Jan 2021 10:40 AM PST Well what did you expect?! The Ender Dragon will shoot lasers out of it's tail that spawn 500 creepers! ...Ok, title says it. Wither skeletons have a 25% chance to spawn with iron swords instead. It would make it more challenging, and hey! Reliable iron farms, no? [link] [comments] |
Posted: 07 Jan 2021 05:46 AM PST so, we already have kelp and salmon. If only rice was added with it, it would pave the path to sushi. rice seeds can be found in swamp biomes. Just destroy the water grass in the swamp biomes, to get rice seeds. In order to grow the rice, there must be exactly one block of water above the tilled dirt it grows on. The rice plant is 2 blocks high, and drops when ripe 1 bundle of rice, kinda like wheat, and 0 to 3 rice seeds. combining dried kelp, rice, and salmon gives four rolls of sushi. one roll of sushi gives 1 shank of hunger. what do you think of it? [link] [comments] |
Posted: 07 Jan 2021 11:26 AM PST The assaulter is a new illager that spawns in raids, outposts, and rarely in patrols. This illager rides on a horse, and is armed with an iron sword and shield that both have a chance of being enchanted. It wears what resembles a dark grey and beige version of the pillager skin, along with a slot in the back that carries its sword and shield when its out of combat. When aggroed, it takes a half second for it to pull out its sword and shield, which can allow you to get the jump on it. Its horse has special armor called illager horse armor, which has iron horse armor level protection and durability and looks like the assaulter's skin except for a horse. When spawning as part of a raid, it spawns on the 4th wave. It gradually goes up by one assaulter every wave, so on hard mode the last wave will have 4 of them. These can spawn in pillager outposts, but only one and they will not respawn. When a part of a patrol (which is not common) it will always be the captain. As part of a raid, the shield it carries will have the illager banner on it, however on bedrock this will not happen (because banner shields aren't on it). What do you think? [link] [comments] |
An easier way to command dogs: the dog whistle Posted: 07 Jan 2021 04:46 AM PST The dog whistle is a craftable item that allows any tamed dog in a certain raidius preform a certain command depending on the situation it is used. If all dogs are currently sitting then it will force them to stand if you were to click mouse 2 and will do vice versa if they are standing. If pointed at an entity and blown all dogs will focus and attack that mob. It would be crafted with 2 iron ingots in a verticle line in the centre of crafting table and one gold ingot above them. This overall would make it easier to breed and command large amounts of dogs. [link] [comments] |
Lost Souls: New mob for the soul sand valleys Posted: 07 Jan 2021 02:11 PM PST The lost souls are small mobs that are neutralish (you'll see why later in this post) and spawn in the soul sand valleys. Appearance: Lost souls resemble a semi-transparent blue skull with a soul particle face, and have as much health as a vex, so not too much. You would usually find them hiding in soul sand, and the soul sand that they hide in looks like normal except one of the faces on it is blue. Up to three lost souls can enter a soul sand, however this is extremely rare and you will almost never come across this naturally. On death they have a chance of dropping soul dust, which has unique uses in both brewing and decoration. However, this is somewhat rare. Behavior: This is going to be the main part of this post. Lost souls are actually unable to attack you by themselves, and in order to they rely on their special ability to enter certain undead mobs, giving them buffs in the process. If it is not near any mobs to enter, it will frantically circle around, as if they're trying to find an enterable mob because of fear of the player. In fact, that is the only reason they enter mobs and attack you. There is a specific way to make them not scared of you which I will go over later. After doing this for a while, it will calm down, and stay in the same place until a mobs comes into its entering radius. It will then enter that mob and attack you. These are the mobs that lost souls enter (willingly or not): Skeletons/Wither Skeletons: These are the mobs that the lost souls enter into the most. Soul skeletons resemble their normal selves except their eyes glow blue and inside the torso you can see a lost soul. The normal soul skeletons have increased health, as well as having increased accuracy and range. The soul wither skeletons have increased health, as well as increased movement speed and damage. The soul wither skeletons also have a chance of giving you wither II for 7 seconds instead of their normal wither I. Both soul skeletons are hostile to withers (again, you'll see why later in this post). Ghasts: Lost souls can enter ghasts as well, giving them the most notable buffs. The soul ghasts have blue eyes instead of red, and when getting ready to fire the gray parts of their skin glow bright blue. They have increased health, as well as firing not one but three soul fire charges. Soul fire charges do increased damage. Soul ghasts are hostile to withers. Wither: Lost souls do not enter withers by choice, rather withers seek out lost souls because of the buffs they give. Withers can absorb three lost souls at once. When encountering a wither, the lost soul will flee, either hiding in soul sand far away, or entering a mob and attacking the wither that way. Withers are always hostile to entered mobs, trying to absorb the lost soul inside, and they will also destroy entered soul sand on sight, freeing the lost soul so it can absorb it. When withers have absorbed one lost soul, one head will have blue glowing eyes and if you look hard enough you can see the soul inside the skull. The more lost souls the wither has absorbed, the more health and damage it deals. Eventually, at the maximum amount of lost souls (three) it gains a new attack: withering scream. Withering scream will cause the wither to, well, scream, causing a small explosion dealing wither effect to anyone in the radius. However, killing the wither with all three souls inside cause them to be free and grateful to you, giving you the achievement You Saved My Soul! Grateful Lost Souls: Grateful lost souls will be neutral to you. However, if you don't attack them, they will enter aggroed mobs and take them out of their sensing radius, deaggroing them. It will also periodically leave "gifts" of soul dust, giving you a peaceful way of getting this item. Attacking will end this effect, and it naturally ends after 3 in-game days. Soul Dust Uses: Soul dust has four uses, most of which are used for decoration purposes. Soulic Glowstone: A decorative light source which gives off a light level of 14, the same as a torch. Its appearance is a blue glowstone. Soulic Skeleton/Wither Skeleton Skulls: Crafted with soul dust in the middle and a skeleton/wither skeleton head over it, gives off a light level of 11 and is the same as a soul skeleton/wither skeleton head. Soul Fire Charges: Crafted replacing gunpowder with soul dust, does more damage and bigger explosion radius, can be fired from a dispenser. Homing Potions: Using soul dust on an awkward potion in a brewing stand gives you homing potions. Homing potions are similar to splash potions, except they home into the nearest mob, mimicking the lost souls ability to do so. They will not home into the thrower unless they throw them straight into the air above them. They can travel underwater, except they are a bit slower. There will be a particle trail behind the bottle as it moves, and the targeted mob has a small crosshair icon indicating they are being targeted. If you are targeted, using a shield will deflect the potion, sending it to the thrower. The homing potions have a targeting radius of 10 blocks. If there are no mobs in the area, it will fall down in front of you. If the potion finds a target, it will follow them for a maximum of 50 blocks before giving up and falling. These could be useful for players who have trouble aiming right with a splash potion. TL;DR: - Lost souls with ability to enter certain mobs - Entered mobs have buffs including increased health - Are scared of withers and upon saving them from it you get soul dust and a grateful lost soul - Soul dust used to make decorative items and homing potions - Homing potions target nearby mobs What do you think? [link] [comments] |
We should add Jungle Villages! Posted: 07 Jan 2021 02:02 AM PST Jungle villages would be tribal villages. They could generate in the new Large Jungle biome, whichc should be a biome, that has 3x3 tree trunks on the trees and lots of leaves. The villages would be like multiple treehouses connected, with one or two buildings connected with the ground, where would be farms and wells. (some farms could be on the trees) [link] [comments] |
Posted: 07 Jan 2021 12:25 PM PST I think the name is dumb but it can be changed, the effect is what this post is about. Just like there is weakness to counter strength and slowness to counter swiftness, I think there should be a potion that has the opposite effect of jump boost. It would obviously make you not jump as high or maybe make you unable to jump at all. This is an effect that i think would be cool to have in the game. [link] [comments] |
Posted: 07 Jan 2021 12:42 PM PST This is the ender bat. Its a bat that can be found in New ender caves which we may get into later. Uses: The uses are its loot. When killed it drops a whitewing 5% of the time. The whitewing can be crafted with string or iron/copper ingots to make a weaker elytra. I need a good name for it. It has less flight speed and has less durability, but fireworks will have triple the effect. Gimmicks: This is a neutral mob that spawns in caves and end cities. They teleport once they sense you with vibrations and attack when you sneak up too close and make noise. They attack in herds, so once one senses you, everyone else around does. If endermen are nearby too, they also gain hostility. End Caves: These are just caves that spawn all 4 ender mobs, yes even shulkers and endermites, naturally. Occasionally when Y is less than 40, diamonds spawn there as Diamond Endore. I again need a name for that. [link] [comments] |
netherite's used in the lodestone recipe, so why not make it magnetic? Posted: 07 Jan 2021 11:03 AM PST my idea is that a block of netherite should attract items made with iron (buckets, tools, blocks in item form) within a radius of 5-10 blocks. it should also keep iron golems within that range from leaving, so they will patrol that area. [link] [comments] |
Posted: 07 Jan 2021 08:28 AM PST These ladders would be able to hang from blocks. this idea is for the tree house I am building. [link] [comments] |
Posted: 07 Jan 2021 11:15 AM PST Adds an enchantment for armor that gives you more defense and more strength the less hp you have. It cannot be used with protection, and it is the same rarity to get as mending. [link] [comments] |
Posted: 07 Jan 2021 03:51 PM PST Since they added soul fire in 1.16 I thought it would be cool to add void fire. Void fire would be purple and do the same damage as soul fire, it would appear when fire is lit on end stone. [link] [comments] |
Cobble variants of different types of stone Posted: 07 Jan 2021 01:33 PM PST Blackstone has proven that it's a good concept; allowing players to use different types of stone in crafting recipes that used to require cobblestone. It has also caught my attention that there's a certain inconsistency between regular stone and the 3 (relatively) new types of stone in the overworld. Regular stone is just as hard as andesite, granite and diorite, but regular stone drops cobblestone, which can be used to make tools, furnaces and tons of redstone components. Andesite, Diorite and Granite don't have any of these uses however, as they are purely used for decoration. If the 3 new types of stone can be found in exactly the same place, and mined in exactly the same time as regular stone, they should also have the same functionality. Therefore they should have cobble variants that can be used in every way that cobblestone can be used This would mean that these new cobble-versions would have to be molten in a furnace to get the original blocks again. The polished versions of these blocks could even be renamed to "smooth diorite" and so on and could be changed so that they are obtained by smelting the original blocks. This might not make sense from a scientific point if view, but it would definitely make them feel more integrated and "minecrafty". This would also mean that even something like "smooth granite" can be used as the bottom of a blast furnace! That's it for this suggestion. I might include a concerpt for the textures of these blocks if this post gets some attention. [link] [comments] |
Magnetite - New End Ore used for Functional Magnets and Further Reaching Magnetite Tools! Posted: 07 Jan 2021 11:54 AM PST Disclaimer Yes, I have read the rules and see Magnets are on the FPS list. But I want this suggestion to be extended beyond just magnets. I am also suggesting a new ore to the end, and an entirely new tier of tools found at the very end of the game that could integrate very nicely with the new combat mechanics that are currently being tested. Introduction and Context This suggestion was inspired by, and is an extension of, SystemZee's incredible "What If Minecraft Added Magnets?" video. In the video he showed off some incredible things you could do with magnets. This included a magnet switch that you worked with a copper wrench and could push and pull magnetic blocks with it. Essentially, using a pairing of the Magnet and the Magnetic Block, you could make a 15-block piston. This had MAJOR implications in automatic farming and making elevators. The magnet block could be manipulated to automatically harvest loads of crops and activate rows of redstone at once as you could use the magnet block to push and pull blocks of redstone too. In addition to this, magnetic hoppers that could pull in an item through one solid block, and "magnetic" chestplates that allowed you to pick blocks and items up from 5 blocks away. Obtaining Magnetite In SystemZee's video, the ore was obtained in the Overworld like any other ore - it was Cobalt ore. Here is where I go out on a limb here and say, due to the major implications these blocks have in automatic farming, especially with the magnetic hopper and crop harvesting, we need something a lot rarer and harder to obtain. That's where I suggest Magnetite Ore. For those wondering, Magnetite is a real mineral: https://en.wikipedia.org/wiki/Magnetite Magnetite Ore spawns only in the End, and even then it spawns in veins of 1, infrequently (about the same as diamond in the overworld). It can spawn on any End Island, but can never spawn exposed to the surface. Magnetite Ore can only be mined with a NETHERITE pickaxe, and it drops 1 Magnetite Chunk. This can be increased with Fortune in the same way as when mining a Diamond. If you mine Magnetite Ore with a Silk Touch pickaxe, it will of course drop the ore. But don't smelt it, it will simply become an Iron Ingot if you do that! Magnetite Ingots are used to craft the Manget and Magnetite Block. These are made in a similar way to Netherite Ingots. In a shapeless recipe, craft 4 Magnetite Chunks and 4 Iron Ingots. The Magnetic Hopper is created with the same recipe as the hopper, but with magnetite chunks instead of iron ingots (I feel 5 magnetite ingots is too expensive). Magnetite Tools SystemZee's video showed off how magnetic chestplates can allow you to pick up items from far away. I want to expand on this idea and have a wide array of Magnetite tools. To obtain Magnetite tools, you must use a smithing table and put a magnetite ingot onto an IRON tool to upgrade it to a magnetite tool. Chestplates, pickaxes, swords, axes and hoes can be upgraded. In general, Magnetite is highly enchantable, with an enchantability of 20 (diamond = 10, netherite = 15). The durability of a magnetite sword is 1152, slightly lower than a diamond sword. But it does the same attack damage (7), and critically, it can REACH further. An extra 1.5 blocks of REACH is added, giving a major advantage in a PVP setting. Not only that, the attack speed is 10% faster than all other swords! After all, this IS the tier found at the END! Magnetite Pickaxes are really fast - as fast as gold - but with 1152 durability! Not only that, they too can reach an extra block and a half away! Axes and hoes get the same perks as the sword - as much damage as diamond, but twice as enchantable and further reach. This 1.5-block of range boost in melee will have HUGE implications and will put you at a MASSIVE advantage over mobs and payers lacking this incredible tier of gear. I also feel this new reach perk fits right in with the new combat mechanics which are being tested currently. Other Magnetite Item/Uses -A "Stop/Go" rail which either causes a Minecart to come to a dead stop in its Stop setting, or gives it a boost in its "Go" setting. Crafted like an Activator Rail, but replace the redstone torch with a Magnetite Chunk. Toggle between the settings with a copper wrench or lever. -Can be used to build or power a beacon, like any other mineral block. Appearance Finally, you're probably wondering... how would these Magnetite items look? Magnetite in real life is black but it can have a dark blue tinge. So all magnetite tools, items and ingots would be dark/navy blue in color. Below is a link of my attempt at visualizing what the ingot, ore, chunk and tools would look like: Final Word Thank you for reading if you got this far! Would you like to see this in Minecraft? Would you suggest any changes to what I've laid out here? Always open for feedback! [link] [comments] |
Villagers obey the law of nether Posted: 07 Jan 2021 09:39 AM PST Currently villagers can sleep in beds even when in the nether. This is unfair because we can not and is also not logical. I think that if a villager attempts to sleep in a bed in the nether then the bed should explode just like with players. This would be a simple change adding consistency to the game [link] [comments] |
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