Minecraft /damage - A command for dealing (or healing) damage to mobs and players |
- /damage - A command for dealing (or healing) damage to mobs and players
- Baby Villagers can make Snow Golems in Snowy Villages when it Snows
- Blur music when underwater
- Unique background sounds for each biome.
- Add Honecombs as a trade to the farmer villager
- Amber Encrusted Cave biome
- Bundles can be perfect to hold multiple potions!
- Cooper Fence
- Shot down
- Boat Sledding on snow
- Nether Reactor Core is working again, but still unobtainable.
- Using a name-tag on a hostile mob, then switching to peaceful should not despawn the mob
- Placeable Raw Ores
- Maille as a decoration block
- make it possible to temporarily turn off commandblocks before you enter a world
- Copper Ore should use an alternate texture if it doesn't generate next to air.
- Birds
- Any potions damage enderman
- Netherite shouldnt get destroyed by cactuses or by exploasions
- Filled cauldrons should leave liquid source blocks when broken
- Stripping wood blocks, waxing copper blocks, and similar actions should require a longer mouse press rather than just a click
- Darken textures of exposed and weathered copper (not the green part)
/damage - A command for dealing (or healing) damage to mobs and players Posted: 12 Apr 2021 09:15 AM PDT I generally came up with this idea after looking at a number of different damage systems (old and new) that mapmakers have been working with. Currently, the best one that I've seen in use involves scoreboard and /data shenanigans, but even this has its own flaws:
So this is basically what's written on the tin - a command that makes dealing damage to entities easier. I even thought up the syntax for it to flesh it out:
<targets> - Pretty simple; what gets hit by the damage. <damage\_amount> - The amount of damage the entity will take. In addition, negative values can also be used and will instead heal the targeted entities. <damage\_type> - This one would have three options to determine what type of damage you would like to apply
<source> - Allows you to define a source for what is dealing the damage, and would update player kill counts (in statistics) or totalKillCount scoreboards; it would also determine the "source" for applying knockback to affected mobs (can also be written via coordinates or tilde notation) <knockback\_amount> - applies knockback to targeted entities originating from the given source (would scale similar to the attackKnockback NBT on mobs); would also be able to apply on 0-damage attacks to allow for knockback application Couple examples to give an idea of how it would work:
Edits: Added [link] [comments] |
Baby Villagers can make Snow Golems in Snowy Villages when it Snows Posted: 11 Apr 2021 11:44 PM PDT Title says it all really. When it snows, if there are enough baby villagers, (Let's say 3) they should be able to huddle up together and make their own snow golem, if there isn't one already in the village. If no baby villagers exist in the village, perhaps there could be a small chance that a couple adult villagers will make a snow golem anyway. Even as an adult, you've got to have some good fun now and again, right? The twist is that the snow golems the baby villagers make does not have a pumpkin on its head. No, it spawns with that silly little face it has. You know, the same face you'd normally need to use shears on a regular snow golem to see. [link] [comments] |
Posted: 12 Apr 2021 10:50 AM PDT I think it would be cool if music automatically blurs out when your camera is underwater. It would add to the ambiance. It would make minigames with custom soundtracks and water sections just a little bit better. This is what I mean by "blurring out the music" (from Flood Escape 2): [link] [comments] |
Unique background sounds for each biome. Posted: 12 Apr 2021 06:13 AM PDT I think it would be awesome if minecraft had a more diverse range of sounds, in forests (oak, birch, dark oak) there would be background noises of birds singing and maybe some other sounds like frogs, in savanna we could have cicadas, the occasional roar of a lion and wind in the grass, in deserts we could have the sound of wind rushing past the player, in swamps we could have frogs and birds etc etc. I don't know a lot about how games work but I feel like this would be a simple change. Of course if all these mobs were actually added then that would be awesome too. I hope other people also think this :) [link] [comments] |
Add Honecombs as a trade to the farmer villager Posted: 12 Apr 2021 08:50 AM PDT Even with the caves and cliffs update, Honeycombs cant be used very often. With this introduction, big bee farms would make more sense to be build for farming and they would get another reason. (Getting Emeralds) Possible Trade: 6 Honeycombs for 1 Emerald [link] [comments] |
Posted: 12 Apr 2021 02:00 PM PDT I've been wanting to write this biome for a while now, and with the features the new snapshots added, I feel inspired to return to the subject and finish posting it. Amber Encrusted Caves are a rare subterranean biome, home a unique set of blocks, items, and mobs. As the name suggests, it is punctuated by large clusters of Amber, a form of ancient hardened tree resin. Amber starts out rough and unpolished, almost like an ore block in appearance, but can be polished into a solid glass-like translucent block. Both polished and unpolished amber absorbs the light of nearby light sources, and extends the light though any connected or nearby amber blocks up to a certain radius. It's basically a limited redstone system, but for light. In the caves, it normally does this with glow lichen or lava. Amber comes in a handful of colors, each one increasing in its level of rarity. These include (in order of rarity): yellow amber, orange amber, green amber, cherry amber, and blue amber. Clusters of amber have a chance of generating with a rare variant, that contains a randomly generated fossil occlusion. Sticks, random bones, nautilus shells, bat fossils, fish fossils, silverfish fossils, phantom fossils, etc. Amber blocks can be converted into nugget items for other uses. There are also a few unique mobs in this biome: Amber-Crawler: A hostile silverfish-like mob that sometimes appears when mining unpolished amber clusters (their monster egg appearing as fossil-bearing amber). They are ancient parasites that have been trapped in the amber for millions of years, waiting for their next host to free them. Killing them drops rotten flesh and amber nuggets. However, like silverfish, harming an Amber Crawler can cause them to summon others that were dormant nearby, so they can be deceptively difficult to fight. Cave Fish: A blind, white and pink fish that only spawns in the pools of amber caves. Unlike other fish, they crawl around on the walls and floors of pools, only swimming when fleeing a nearby player. They drop raw cave fish, which cannot be cooked, and isn't very nutritious. They can be collected in buckets, and used in aquarium builds if a player so desires. [link] [comments] |
Bundles can be perfect to hold multiple potions! Posted: 12 Apr 2021 06:01 AM PDT Bundle in 1.17 are mostly useful while adventuring or early game however it requires rabbit fur which is not really the easiest to get unless you spawn near a desert. If bundles could hold multiple potions of the same type or different types they can be very useful since they take a whole inventory slot It can also be a very good idea if they can add bundles to Temple or village loot table so its easier to get in early game (Sorry if this odea is posted before) [link] [comments] |
Posted: 12 Apr 2021 08:41 AM PDT A new variant of fence made out of copper that when energized with redstone does slight (electrical) damage to any entity that approaches it. It could be used to protect our buildings or houses from hostile mobs and even players. Minecraft Feedback post here: https://feedback.minecraft.net/hc/en-us/community/posts/360077692052-Cooper-Fence- [link] [comments] |
Posted: 11 Apr 2021 11:07 PM PDT I apologize if this is a dumb idea, I'm not the best with [combat]. The idea is that if you manage to shoot an ender pearl someone through, while it's in mid air, it will break. Now, you could make it so the player that through the ender pearl either dies instantly, or teleports to where the pearl broke. From a lore perspective, this is based on how eyes of ender have a chance of breaking after use, suggesting they are fragile. [link] [comments] |
Posted: 12 Apr 2021 11:18 AM PDT I think it would be REALLY fun if we could sleigh down the new 1.17 mountains. Right now, boats kinda do that, but it would be really cool if boats slipped a little bit more on the snow, similar to ice. The snow being slippery would only affect boats, players and mobs would be unaffected. [link] [comments] |
Nether Reactor Core is working again, but still unobtainable. Posted: 12 Apr 2021 03:45 PM PDT I think it would be a great idea to return nether reactor core functional, but leave it unobtainable via commands and etc. Only in old worlds, where reactor saved in chests, players can find it. And also fix texture to vanilla instead plastic. [link] [comments] |
Using a name-tag on a hostile mob, then switching to peaceful should not despawn the mob Posted: 11 Apr 2021 11:37 PM PDT Only named hostile mobs would remain once the game is switched to peaceful, and they would either give out no damage or little damage. The reason I suggest this is for piglin bartering farms in Java edition. If one were to name said piglins so they don't despawn, they could switch to peaceful in order to play without being attacked by other hostile mobs without running the risk of losing their piglins [link] [comments] |
Posted: 12 Apr 2021 10:26 AM PDT The latest snapshot, 21w14a, added raw ores to the game for Iron, Gold and Copper. It would make for a unique decorative item if we could place them down in a similar way to how candles, sea pickles, and turtle eggs are placed. That being that multiple raw ore can be placed within a single block space to form small lumps. Basic Implementation Example video It could also act as an interesting addition to caves if they were to naturally generate in small amounts either independently of or near naturally generated ore veins. [link] [comments] |
Posted: 12 Apr 2021 08:42 AM PDT This block is purely aesthetic, and would be crafted with chains in a slab formation. It would take up the same space as a carpet but could also be placed on walls. Purely aesthetic and could be used to add flair to medeival/viking themed builds. Reason I suggest this is because I recently started making Maille armor in real life, and it looks badass as a carpet [link] [comments] |
make it possible to temporarily turn off commandblocks before you enter a world Posted: 12 Apr 2021 04:54 AM PDT you need to press some button in the world selection menu to turn off commandblocks it's useful if you accidentally entered a wrong command into a commandblock and it lags the world, you can then turn off commandblocks, remove the lag command, then turn them back on and rejoin the world [link] [comments] |
Copper Ore should use an alternate texture if it doesn't generate next to air. Posted: 12 Apr 2021 08:03 AM PDT Copper oxidises when exposed to air, so it makes no sense Copper Ore that generates with no exposure to air would turn green. If it generates without adjacent air blocks, it should have a slightly different texture where it has no patches of green on it's texture. It still would drop the same Raw Copper item, so it would merely be a texture change. I have nothing else to say, as this is a purely aesthetic change and doesn't affect the gameplay in the slightest, so this is where I'm concluding this post. [link] [comments] |
Posted: 12 Apr 2021 10:47 AM PDT I think minecraft should have birds, such as bluejays and pigeons. Minecraft already has parrots and bats, so it shouldn't be too hard to make, and it would just look cool. [link] [comments] |
Posted: 12 Apr 2021 10:32 AM PDT This post was made by U/studiosbk and the link is here: https://www.reddit.com/r/shittymcsuggestions/comments/mpba8m/any_potions_damage_enderman/?utm_source=share&utm_medium=ios_app&utm_name=iossmf think about speed potion, to make you need water bottle, water damages enderman, so every potion has water and they need to damage enderman(potions just effect giving waters ) and normal water bottles damage enderman (Btw you should really be able to cross post from r/shittymcsuggestions ) [link] [comments] |
Netherite shouldnt get destroyed by cactuses or by exploasions Posted: 12 Apr 2021 12:34 PM PDT Netherite items like armor, tools, block, ingot shouldnt get destroyed from cactuses(cacti) or exploasions bevause ya know it doesnt burn in lava and it would be great if you die near a cactus or a creeper tries to destroy your stuff but it doesnt just like near lava [link] [comments] |
Filled cauldrons should leave liquid source blocks when broken Posted: 11 Apr 2021 10:36 PM PDT If a cauldron filled with water or lava is broken, it should drop the cauldron item but leave a liquid source block in its place. Besides leading to humorous situations, this would give players a way to harvest liquid source blocks by using an adjacent dispenser with buckets to collect the liquid. Since this would mean that cauldrons could drop into their own lava, they may need to be made fireproof like Netherite. [link] [comments] |
Posted: 12 Apr 2021 03:56 PM PDT Too often I'll be running around my base with an axe and will inadvertently right click a log block, resulting in the log getting stripped and my axe taking durability unintentionally. The suggestion is for this kind of action to take 1-2 seconds rather than a simple click, such that it's more intentional to do these sorts of things. [link] [comments] |
Darken textures of exposed and weathered copper (not the green part) Posted: 12 Apr 2021 09:35 AM PDT Copper does not simply form green, it turns from shiny pinkish orangish to dark brown (Imagine 1970 pennies) then turns green [link] [comments] |
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