Minecraft Make the Spyglass use it's 16x16 sprite in the inventory but keep its model when held, like the Trident. |
- Make the Spyglass use it's 16x16 sprite in the inventory but keep its model when held, like the Trident.
- Now that the world is a full 64 blocks deeper, Strongholds should only generate under Y Level 0
- "I have everything" Advancement
- Dungeons bellow Y:0 should be made of grimstone bricks and Glow Lichen (and/or a mossy variant)
- Overgrown lakes, a way to spice up the new underground water generation
- Mineshafts should have an entrance on the surface
- Bring Back the Void Fog Effects for the Grimstone y Levels
- Ore texture improvements (with images)
- Pitch Fruit, and a new kind of darkness
- The Imprisoned: What the Warden Guards
- Better Spawn Eggs!
- Wearing Leather Boots decreases the detection range of the Warden due to padding.
- If a stronghold generates below y (The Deep Dark), it should be made of Grimstone
- Grimstone could have a higher blast resistance than stone.
- Mountain biomes should generate in long mountain ranges.
- There should be armour-stands in stronghold fountain rooms
- Reintroduce Depth Fog
- Critical Edge
- Bundles Inside of a dispenser shoot out their contents rather than the bag item itself.
- Bring back Minecraft Live blue Grimstone as a gradient in-between normal stone and dark Grimstone
- Archeology: Sculptures
- Underground Lakes should spawn Piranhas
- The Warden
Posted: 18 Feb 2021 06:23 AM PST There's a few reasons why this would be nice. Currently, Spyglasses stick out like a sore thumb in the inventory because of its unique model shape. Also, it makes it more unison with items like the Trident, which show as a model in your hand but as a sprite in the inventory. A very simple change but one that would be very neat. [link] [comments] | |||||||||
Now that the world is a full 64 blocks deeper, Strongholds should only generate under Y Level 0 Posted: 17 Feb 2021 06:03 PM PST Given that this is supposed to be the final dungeon you face in the game before moving on to a boss fight, now that there's more room to work with, I think it would be nice if they would generate only in the deepest parts of the world. The main reasons for doing this would be both for the slight increase in the difficulty and work it takes to get to them, as well as for the sake of giving them a more intense atmosphere (having them be found among grimstone in the deepest parts of the world will make them feel even more alien and threatening). On top of that, I think it would be cool if strongholds below Y=0 were made out of different variants of grimstone bricks instead of regular stone bricks. They'd still keep their classic designs, just using different blocks to make it work. The only addition that would need to be made in this case would be to make different grimstone blocks able to be infested by silverfish. ----- Edit: People's responses to this post seem to be REALLY mixed, and frankly, some good counterpoints have been made that have made me reconsider it a little. However, I still firmly believe that strongholds should be modified to better fit the new changes of 1.17 so I've thought of some changes to my idea that could make it work even better! As pointed out by this comment, maybe having strongholds only generating from Y=0 to Y=-64 is a little TOO deep for them to be. I like the idea of them being more challenging to get to, requiring the player to go further from the surface, but I've realized that this could also make it more tedious to find, as the player would need to dig around aimlessly trying to find the exact point the stronghold is located. So my new suggestion here is to have them generate close to Y 0 (Perhaps between Y 20 and Y -20?) Still pretty deep in the world, but not so deep that you gotta trudge your way to the bottom just to find it. One top of this, since this is the area where the regular stone begins to transition into grimstone, this could be a good visual indicator for where the stronghold is. If you're surrounded by stone, you haven't gone far enough, and if you're surrounded by grimstone, you've gone too far down. In addition to this, there were also mixed reactions to having strongholds change from being made of stone bricks to grimstone ones. While I think that grimstone would be more fitting for the look of a stronghold, I also understand that a lot of people would rather preserve the classic look of Minecraft. So perhaps instead of outright changing the makeup of the stronghold, maybe there can be two different variations of it, one with stone, one with grimstone. Or maybe the upper floors can be made of stone while the lower ones can be made of grimstone? Just something to consider. [link] [comments] | |||||||||
"I have everything" Advancement Posted: 18 Feb 2021 04:58 AM PST This advancement would be under Adventure Category as "Hidden" and in order to unlock it you must have collected at least 1 of every item/block/weapon etc. in your minecraft world.. Yea that's right, every colored wool,concrete,concrete powder, terracotta, stair, slab, fence, wall etc. etc... This will actually be a great milestone in a minecraft world because in order to do this advancement, you must be basically able to complete in a single minecraft world some hard tasks, like getting things like Netherite Blocks, music discs, coral, enchanted golden apples (Thing banner partner), every tipped arrow, every (splash/linguer/long/strong) potion and more.. It will certainly be a goal many many players would set for their new worlds and would promote exploring/progressing through the game/killing mobs etc. [link] [comments] | |||||||||
Dungeons bellow Y:0 should be made of grimstone bricks and Glow Lichen (and/or a mossy variant) Posted: 17 Feb 2021 06:38 PM PST As of today snapshot, grimstone replaces normal stone bellow Y:0, however dungeons still use regular cobblestone + mossy cobblestone. A small yet harmonious change would be to generate grimstone bricks dungeons bellow Y:0 (as the current grimstone texture is kinda similar to cobblestone). [link] [comments] | |||||||||
Overgrown lakes, a way to spice up the new underground water generation Posted: 17 Feb 2021 08:55 PM PST For how much space the new underground lakes take up, they strike me as being a little barren. To help fix that, I'd like to suggest a new, rare Overgrown variant for these lakes. Overgrown lakes would be similar to 1.13's oceans in terms of plant variety, but these plants would have a grimier, more swampy aesthetic. We'd have 1x1 and 1x2 plants like Sea Grass, as well as a thicker, more solid variant of Kelp, which would yield twice as much kelp as the regular ocean variety. Multicolored lichen would spawn on areas of the lake's bottom not covered by other plants, acting similarly to Moss Carpets, and any water would have a brownish color as if it were in a swamp biome. Lastly, the surface of the water would be covered by a new material: scum. Scum would be a film over the water's surface and act as a sort of one-way cobweb, with players entering the water easily but being slowed while trying to resurface. In order to traverse Overgrown lakes without the fear of drowning on the way back up, players would have to clear areas of scum away with a sword before diving in. What do you all think, would this be a decent addition to the new caves? [link] [comments] | |||||||||
Mineshafts should have an entrance on the surface Posted: 17 Feb 2021 11:36 PM PST What use is a mineshaft if you can't actually use it? With the increased world depth, a surface entrance would add an incentive to exploration and connivence to allow players to quickly get to the lower levels for the world. This would be more natural then finding a closed off mine to nowhere and would give players an option to fight/explore to get to the grimstone layer rather than mine to it. Also it could also for speedy auxiliary mining locations after you deplete local resources. [link] [comments] | |||||||||
Bring Back the Void Fog Effects for the Grimstone y Levels Posted: 18 Feb 2021 07:24 AM PST Maybe not so much the "fog" but just the little particle effects that float around. Or maybe the fog is toned down alot but is still there so as to not hamper vision too much. Either option should be fine. I think it would be cool if that was added back in for below y=0 where the grimstone generates. I think it will add alot of atmosphere to the whole place. [link] [comments] | |||||||||
Ore texture improvements (with images) Posted: 18 Feb 2021 04:23 AM PST I like the new textures we got in the last snapshot. They made me actually look closer at all the ore textures, and I've noticed some things I believe should be changed. [link] [comments] | |||||||||
Pitch Fruit, and a new kind of darkness Posted: 17 Feb 2021 03:52 PM PST The FruitThis suggestion is built around a new multipurpose item: Pitch Fruit Though it is edible, you won't want to eat it when there are monsters about, because it inflicts several seconds of blindness. If you want to maximize that effect, you can brew it into a Potion of Blindness. It can also be crafted into Pitch Seeds, which is where the fun begins. The PlantPitch Fruit is a food unique to the Deep Dark, and grows on thorny stems sprouting from the Sculk. Its seeds can only be planted on Sculk blocks, and the roots are very tough, taking far longer than other plants to rip up and harvest. Finally, to give the Sculk some unique atmosphere, the Pitch Plant is emissive. Unlike other glowing blocks, however, the Pitch Fruit radiates darkness. Some areas of the Sculk just won't light up, no matter how many torches you place. It'll make it harder for you to navigate, but the Warden will see you just fine. [Image of Pitch Plant] [Image of Pitch Plant in Sculk] The SeedsThe light-cancelling effect of the Pitch Fruit is concentrated in its seeds, which can be crafted into the standard lighting blocks: Pitch Torches, Pitch Lanterns, and Pitch Lamps (which, like redstone lamps, can be toggled) and even the Pitch Black-O-Lantern (Working title). The effect of all these blocks is powerful enough to overwhelm the light from torches, glowstone, night vision, and even direct sunlight. In addition, the pitch lamp is so powerful, its frigid radiance is enough to freeze water, quench lava, and keep snow golems cool even in the hottest climates. [Image of Pitch Lantern] [Image of Pitch Lamp] [Image of Black-O-Lantern] [link] [comments] | |||||||||
The Imprisoned: What the Warden Guards Posted: 18 Feb 2021 11:27 AM PST The Imprisoned would be A special Villager variant found in the Deep Dark Caves. They would spawn in small, naturally generated, and fairly common dilapidated jail cells that must be touching a Deep Dark Cave system. These cells are more common near each other and wardens spawn more frequently the more of these there are in one area. Only one imprisoned spawns per cell. The Imprisoned wander aimlessly and will attack you on sight, dealing 2-3 damage per hit, and will stop attacking if you do not attack back. They drop chains (0-4) and sometimes rotten flesh. You could cure them the way you do a Zombie Villager and they will become a regular Villager, whose profession is random and has a 30% chance to have no profession. Attacking or curing one will cause the nearest Warden to be alerted to your presence if it hasn't already. They have the same health as a villager and are considered neutral. Appearance (I made this myself and it would have to be updated if the Imprisoned were added): https://static.wikia.nocookie.net/8d651e01-d7ac-423a-8a0e-8673dcf223a3 [link] [comments] | |||||||||
Posted: 18 Feb 2021 06:47 AM PST Spawn eggs are a great and highly convenient feature, and from a glance, there doesn't seem to be anything wrong with them. However, if you look at their mechanics further, you will spot several inconsistencies that, if ironed out, would make them a better item. This is nothing major, just some clean-up work. Here are how I would improve the spawn eggs from Minecraft:
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Wearing Leather Boots decreases the detection range of the Warden due to padding. Posted: 18 Feb 2021 12:52 PM PST This makes sense because in real life, socks will muffle more noise than, say bare feet, which squelch and thump, causing vibrations. [link] [comments] | |||||||||
If a stronghold generates below y (The Deep Dark), it should be made of Grimstone Posted: 17 Feb 2021 11:55 PM PST Premise of suggestionGrimstone is a new block found slightly above and EVERYWHERE below minus y in the deep dark (Thanks u/PixelNinja5467.) So far, we know it can replace stone in mine shafts. So why not Strongholds? ReasonStrongholds are found very low underground; near bedrock just like grimstone. Imagine how cool it would be for some strongholds to be made completely of Grimstone bricks for the walls and tiles for the roof and flooring? That also includes stairs and chiseled grimstone in certain rooms. [link] [comments] | |||||||||
Grimstone could have a higher blast resistance than stone. Posted: 18 Feb 2021 05:01 AM PST My reason is that it would motivate people to collect stone below y=0 and use it. I don't necessarily think it should be better than end stone, but it could be almost there. For example, 8 while stone has 6. [link] [comments] | |||||||||
Mountain biomes should generate in long mountain ranges. Posted: 18 Feb 2021 11:12 AM PST Pretty self explanatory. In the real world mountains don't generate in patches like most Minecraft biomes do, they generate in long stretches. This is because plate tectonics push against each other and push up the earth, so they form in long stretches. A side note, I think it'd be really cool if little 8 year old Jimmy went to school and got that eureka moment when he learns why the mountains in his Minecraft world generate in a line. [link] [comments] | |||||||||
There should be armour-stands in stronghold fountain rooms Posted: 18 Feb 2021 04:17 AM PST There should be 4 armour stands in the stronghold fountain room (1 in each corner) given that this is a stronghold and the fountain room seems to be important I think what ever civilisation made them I think they would keep their armour in a better place than just dusty old chests in the hallway. And on these armour stand there is a 50% chance for one of them to have 1 piece of iron armour and a 40% chance for that piece to have an enchantment on it and there is also a 25% chance for one of the armour stands to have 1 piece of diamond armour (which has a 10% chance of being enchanted) and there's also a 20% chance for one of the armour stands to have full iron armour (unenchanted) [link] [comments] | |||||||||
Posted: 18 Feb 2021 08:24 AM PST Prior to 1.8, Getting down to bedrock level would surround you with a dark fog, making it so that you couldn't see as far, like the blindness effect, but less extreme. With the introduction of the grimstone caves and future introduction of the Deep Dark, I think that Depth Fog would fit really well here. [link] [comments] | |||||||||
Posted: 18 Feb 2021 11:04 AM PST As of now, critical hits do 150% damage of their base weapon. For example, a critical hit on an unenchanted netherite sword is 4 hearts*150%=4*1.5=6 hearts. Critical Edge will increase the percentage point by 10 points per enchantment. It can only be put on swords. There are five levels of this enchantment. Critical Edge I: 160% of base damage Critical Edge II: 170% base damage Critical Edge III: 180% base damage Critical Edge IV: 190% base damage Critical Edge V: 200% base damage If you think this is OP, then this enchantment should be a treasure enchantment. [link] [comments] | |||||||||
Bundles Inside of a dispenser shoot out their contents rather than the bag item itself. Posted: 18 Feb 2021 02:14 PM PST Uses would be dispensing large amount of items at a time rather than having to use many droppers or dispensers to drop a group of items. This could be used in player shops or a machine to empty the bundle out. [link] [comments] | |||||||||
Bring back Minecraft Live blue Grimstone as a gradient in-between normal stone and dark Grimstone Posted: 18 Feb 2021 01:53 PM PST Blue Grimstone shown during Minecraft Live would be very beneficent when it comes to building as we don't have many blue-tinted blocks for the build palette. As for black stone, we literally have Blackstone. I don't want to propose removing the darker variant completely but it would be very nice if we could get both of them. Blue Grimstone, let's name it Dimstone, would consist of the first 32 blocks of negative y levels, darker Grimstone would be closer to bedrock and fill up the rest of negative y 32 blocks. Some points in favor of having them both:
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Posted: 18 Feb 2021 12:57 PM PST I haven't seen much people in the Minecraft community showing investment in the archeological aspect being added to game, so I'll add my two bits in the meantime. ... SCULPTURES Rarer than ceramic shards, archeologists can uncover sculpture fragments; stone body parts that can be assembled together. These pieces can be specific extremities (Zombie Sculpture Head, Villager Sculpture Arms, Skeleton Sculpture Torso) or generic ones that can be used to in different recipes (Sculpture Torso, Arms, and Legs for players and humanoid mobs; Sculpture Barrel and Medium Sculpture Hoof for cows and sheep; Stubby Sculpture Hoof for creepers and pigs; etc.) There's two potential ways they can be assembled, but I'm partial to the latter: A. - All the parts have to be added together to craft a complete recreation of a mob. The resulting sculpture becomes an immobile entity when placed, similar to an armor stand. The sculpture can only be used as a decoration once it has been fully restored (think Michelangelo's David) B. - A sculpture can have a base -- the legs for a full body, or the torso for a bust -- upon which the other parts can be added to, somewhat similar to shards on the clay jar. The sculpture can be a "broken" decoration while incomplete (think Nike of Samothrace or the Venus de Milo) Note: the head drops from a charged creeper can be used in place of a sculpture head fragment. To keep some of the novice of the classic heads, sculpture heads can be placed, but cannot be worn. Posture Java survivalists and builders yearn for poseable armor stands. Similar to Bedrock, the act of shift-right clicking on a statue can cycle it through a set of poses. Fiddling with commands can result in individually tuned limbs for a more personalized posture, as some coders already do with armor stands. Texture and the Pallet The fragments would, by default, be smooth stone-grey with minimalist details (similar to the plastic texture packs). The sculpture's texture can be changed to a different stone material by being crafted together with it or it's fragments. To give the sculpture a life-like texture, a new tool must be crafted: the Pallet. The pallet would be crafted with the materials in the following table (but the recipe can be shapeless).
Upon using the pallet on a sculpture, the texture will be changed to that of the depicted mob. Additionally, as can be done with player heads, commands can give player sculptures the skin of a specified user. Blank Ceramic Shards and Ceramic Armor Some ceramic shards you find may not have any artwork on it, and is just blank. These shards can be put to use in the crafting table, by being arranged into Ceramic Armor. Similar to horse armor, ceramic armor pieces cannot be worn by the player. Ceramic armor is the exclusive choice of clothing for humanoid sculptures; they can similarly be painted to look like real iron, gold, or diamond. And who knows, maybe even the glistening sheen of an enchantment can be replicated with the ink of a bioluminescent cephalopod? [link] [comments] | |||||||||
Underground Lakes should spawn Piranhas Posted: 18 Feb 2021 12:06 PM PST I spent a lot of time looking through the new caves in the latest snapshot and they're amazing. There's a lot of underground caverns with lakes and such which I noticed were spawning fish which was super cool. I had the idea that in these underground lakes, Piranhas could spawn, adding a more common underground food source but also a reason to be careful when diving into water underground. This is the tyle of cave they could spawn in, I didn't light it up as I wanted to keep the natural feel but it's epic and would be more intense with an aquatic threat. [link] [comments] | |||||||||
Posted: 18 Feb 2021 06:12 AM PST The Warden, down in the deep dark, is something that all but the very most geared and experienced players should avoid. I think the warden will still actually be easy to defeat, although it has a supremely powerful attack. The way I deal with a big portion of mobs is just digging into a wall a few blocks. Endermen, hoglins, wither skeletons, spiders, and a lot more mobs are kind of easily defeated with this. They cant reach you, but you can hit them. I think if the warden had some kind of special attack to specifically prevent this, it would definitely make the deep dark a lot more scary and off-putting. Here are a couple of ideas, please leave some more in the comments. 1: The warden could have a suction type of attack, where he does maybe something with his mouth or chest or the "skulky" stuff on him, and it can suck you toward him. 2: The warden could detect that you are behind a wall, or in a place that it cant reach, and start slowly chipping away at the wall. This would break anything but obsidian. I don't mean for this to be as powerful as a creeper explosion, it shouldn't even damage the player, it should just break a warden-sized area of blocks about every 3 seconds. So, slowly chipping away. This would also reward players who came prepared and brought along obsidian to protect themselves. Thanks for reading. I am open to hearing your thoughts. [link] [comments] |
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