Minecraft Rock Generation Rework |
- Rock Generation Rework
- Allow music discs to be plugged into Iron Golems. Then they will occasionally "hum" the melody.
- Stop suggesting 'uses' for purely decorative blocks.
- Mushroom caves
- Cracked variants of blocks should break faster
- Replace bane of arthropods enchant with "bane of animalia"
- Curse of Rotting
- Ner enchantment: Magic Resistance (I - III)
- Data-driven Villager trades
- Vintage diving suit themed rare-ish deep sea hostile mob (with illustration!)
- Composters should also give back dirt in addition to bonemeal
- My own take on an Octopus.
- Different Sand Variations
- Pickaxes should do more damage to Iron Golems
- Evokers should have at least a moderate chance of using a totem to stop themselves from dying
- Dark Gravel
- Add "Magic Protection" to the FPS list
- Add a New Advancement For Travelling 1 Million Blocks Total
- Evokers should be more powerful
- Shulk music disc that gets dropped from shulkers
- Woodland mansion raids (Mega Raids)
- Tuff and Calcite using
- Tipped Tridents!
- Copper Horns That Can Actually Make Music
Posted: 06 Apr 2021 03:32 AM PDT
| ||
Allow music discs to be plugged into Iron Golems. Then they will occasionally "hum" the melody. Posted: 06 Apr 2021 02:57 PM PDT Each Iron Golem could have its own disc. If you plug the disc in, it disappears and can't be removed. (But you can replace it with another song). If an Iron Golem hears its song being played on a Jukebox, it will hum along with the Jukebox and do the entire song. [link] [comments] | ||
Stop suggesting 'uses' for purely decorative blocks. Posted: 06 Apr 2021 02:55 AM PDT I've seen so many of these posts. 'This block is useless, let's add it into a weird crafting recipe'. I've seen a suggestion to make granite drop quartz, or to make calcite craftable into bonemeal/used for smelting. And the OP's argument is almost always 'the block is useless' or 'it's ugly and no one uses it anyway'. First of all, there are no ugly blocks, as it's a purely subjective thing. Someone might like diorite or acacia wood. Second, building is the core of this game. And while it's not the only thing you can do, it's a very major one. If a block can be used in building, it's not useless, it's that simple. And suggesting 'uses' for purely decorative blocks is pointless, since they already have a purpose. It's like asking for redstone bricks or decorative versions of comparators - these are not meant for building, but for redstone contraptions. Finally, a block doesn't need staris/slabs/bricks/variants to be useful for building. People do use basalt, terracotta or concrete, heck even dirt, and definitely will use tuff and calcite. And while it would be nice to have more variation, it's not necessary. [link] [comments] | ||
Posted: 06 Apr 2021 09:18 AM PDT | ||
Cracked variants of blocks should break faster Posted: 06 Apr 2021 10:37 AM PDT | ||
Replace bane of arthropods enchant with "bane of animalia" Posted: 06 Apr 2021 12:46 AM PDT This would work on all animals including spiders, piglins, hoglins and piglin brutes. I don't think it would be too op because it wouldn't deal with any of the classic night mobs and therefore sharpness would still be favoured. Edit: maybe it could also work for players bc they are humans which are animals technichally [link] [comments] | ||
Posted: 06 Apr 2021 02:50 PM PDT Weapons cursed with Rotting will still work normally, except that the mobs they kill will drop rotten flesh instead of edible meat. https://feedback.minecraft.net/hc/en-us/community/posts/360077528631-Curse-of-Rotting [link] [comments] | ||
Ner enchantment: Magic Resistance (I - III) Posted: 05 Apr 2021 10:49 PM PDT Can be applied to armor. It basically makes effects such as poison or wither deal less damage. Edit: Maybe [I - IV] would be better. You also shouldn't be able to have this and Protection, Fire Protection, Blast Protection and Projectile Protection at the same time. It should also work against dragon breath :) [link] [comments] | ||
Posted: 06 Apr 2021 02:34 AM PDT This has already been suggested in this old post, but the idea wasn't very fleshed out. Each Villager profession would have a corresponding JSON file with the following info:
There would also be a JSON for the Wandering Trader that configures the Trader's trades in a very similar way:
There is also a simple configuration for biome-based skins, containing the skin texture, a list of biomes it matches and a flag for whether it can be applied when no skins match the biome. When the biome a Villager settles in is listed for multiple skins, or it's not listed for any skins while multiple skins have the default flag enabled, then the skin is randomly selected from all applicable ones. This suggestion is an elegant way to fix numerous complaints about Villager and Wandering Trader trades, since each player has a different idea of what would be an improvement, so they could adjust it for themselves as they see fit. It also enables the flexibility of creating custom Villager professions and biome skins, so any suggestions along the lines of "add a Carpenter profession" or "add a Villager skin for Badlands" would become unnecessary as well. On a related note: I have plans to put this suggestion into a mod. So if there's a mod where Villager trades use this precise format, keep in mind that the suggestion was turned into a mod, not vice versa. (Last time I checked, the Villager code was considered too messy to implement this as a mod, so the odds a mod was created coincidentally are near zero.) A complete mockup of how the current trades could translate into a datapack system can be found in this Google Drive folder. [link] [comments] | ||
Vintage diving suit themed rare-ish deep sea hostile mob (with illustration!) Posted: 06 Apr 2021 02:49 PM PDT
| ||
Composters should also give back dirt in addition to bonemeal Posted: 05 Apr 2021 09:52 PM PDT Composters should also give back dirt in addition to bonemeal [link] [comments] | ||
Posted: 06 Apr 2021 03:57 PM PDT The octopus spawns in one of two variants depending on their location, each variant has its own spawn egg. Both variants have the same general behaviour, though they do have their own differences. They have three methods of movement. First is the most commonly seen one, crawling, pretty self explanatory. They crawl along the seafloor, moving sort of like a spider does, but slowly. They can crawl on land, and will move to the nearest water source block if they are somehow beached. They still suffocate on land. The second method is basic swimming, they just swim relatively slowly through the water like a squid until they settle on the seabed. The third method is jet propulsion, they use this to quickly get away from players, dolphins, drowned or guardians if they get too close, or if the player attacks them. If they are attacked, they will leave behind a cloud of ink, just like squid. They drop octopus tentacles when killed, which can be cooked or combined with kelp to make sushi. They may also drop ink sacs. If they were to have sounds, they'd share them with squid. The first variant is a common octopus, they come in a range of colors, consisting of reds, browns, oranges, and tan. They have a system unique to them, curiosity. If the player is holding certain items, or drops certain items near them, they will voluntarily approach the player, albeit slowly. Similar to foxes, they can hold items, and may grab ones they find 'interesting' before swimming away with it. The common octopus can spawn anywhere in any ocean and is around the same size as a spider, or a cave spider, which they may also look similar to, model wise, just without the head, the torso part being bigger, and the limbs being rearranged. They might be able to change colors, too, unsure yet. They'll do this to blend into their environments after fleeing via jet propulsion. They may enter chests that are located underwater and will pop out again if the chest is opened. Common octopuses can't be tamed, but you can befriend them by feeding them fish, in which case they will follow the player around for a bit, and will not flee when approached. Provided the individual octopus hasn't despawned, if the player returns to the ocean and encounters that individual, they still will not flee. Befriending an octopus that has spawned with an item, or has picked one up, will cause them to drop the item near the player. They have 5 hearts of HP. The second variant is the blue ringed octopus. They are neutral, spawn in naturally generated rock pools and are visually distinct from common octopuses, in that they are always yellow, with blue rings on their bodies, as well as being smaller in comparison, closer to a silverfish in size. While they behave very similarly to their larger, ocean dwelling counterparts, when attacked, they either flee like normal, or they will retaliate, and bite the player, inducing poison. The bite itself doesn't deal much damage, if at all, but the poison does tend to last a while, so do be sure to carry a milk bucket or a bottle of honey with you if you go exploring a rock pool and happen to accidentally hit a blue ringed octopus. Because of their smaller size, they don't hold items, but may inspect them. Feeding them fish won't befriend them, but it will drastically lower the chance of them biting the player if they're hit. They don't tend to enter chests, either. They have 4 hearts of HP. [link] [comments] | ||
Posted: 06 Apr 2021 08:12 AM PDT Black Sand is a volcanic exclusive sand, and generates specifically in volcanic biomes, so it particularly generates in the Basalt Deltas in the Nether, but may also be seen in the Nether Wastes, although a small chance for that. If volcanic biomes are added to the overworld, Black Sand will generate on the shores of where the volcano meets water. Black Sand becomes Black Glass when smelted. It is best obtained in the Nether inside the Basalt Deltas. When generating in the Nether Wastes, Black Sand is found most often at lava-level, creating beaches of Black Sand, often in place of Soul Sand and Gravel. Likewise in the Basalt Deltas, it can often be found in veins clumped near pools of lava intermingled with the basalt pillars and magma blocks. Unlike ordinary sand, Black Sand is unable to burn up in lava or fire, and floats on lava, because its a Nether block. The opposite variant, White Sand, is a variant of sand that is white, or almost white with hints of yellow in it, and generates in tropical biomes like tropical beaches, jungles (if they meet with the sea), other possible upcoming tropical biomes that are near the ocean. When smelted, white sand converts into white glass. The texture of sand should be changed so it looks like raked sand out in the desert, rather than powder to differentiate it between concrete powder more easily. [link] [comments] | ||
Pickaxes should do more damage to Iron Golems Posted: 06 Apr 2021 03:30 PM PDT I feel like pickaxes should have some sort of damage buff to iron golems because pickaxes are made to mine iron while sword can not mine iron (not fast anyway). This would just make sense. It should be a huge buff so that it makes sense to use a pickaxe instead of a maxed-out sword. I also think it should grow damage with different types of pickaxes like swords. Wood pickaxe: Half a heart per hit Pickaxe enchants such as silk touch, fortune, and efficiency should work on the iron golem. Slik touch would just drop the normal amount of iron and a pumpkin head. Fortune would drop more iron like looting Fortune 1: 1 extra ingot Efficiency should also allow you to lower the attack speed or increase the damage. Efficiency 1: -0.5 attack speed or +0.5 attack damage (half a heart) [link] [comments] | ||
Evokers should have at least a moderate chance of using a totem to stop themselves from dying Posted: 06 Apr 2021 01:25 AM PDT This suggestion may be too unfair, but we all know how illogical and ironic it is when those bald gray wizards drop something they should have used to prevent themselves from dying. So Evokers, when nearly on 4 hp left, have a 39-55% chance of using a totem of undying to stay alive. Meanwhile the 61-45% chance is left with the Evoker dead for good. Edit: Sorry for the confusion, Evokers should still drop at least 1 totem or 2 even when they already use it. They will also only use one (or in lower chances, 2) totems, after that they die for good. [link] [comments] | ||
Posted: 06 Apr 2021 02:36 PM PDT
| ||
Add "Magic Protection" to the FPS list Posted: 06 Apr 2021 09:54 AM PDT I've seen Magic Protection Enchantment which protects against magic attacks posted several times already. A quick Google search could show the many times this was posted. [link] [comments] | ||
Add a New Advancement For Travelling 1 Million Blocks Total Posted: 06 Apr 2021 12:31 AM PDT It might be pretty tough to get but I think it would be a rewarding one to get. It maybe should be a hidden advancement because its one of those things you don't set out to do but it will inevitably happen at some point. [link] [comments] | ||
Evokers should be more powerful Posted: 06 Apr 2021 02:52 AM PDT IntroEvokers drop one of the most powerful items in the game: the totem of undying. However, they are surprisingly easy to kill, with three shots from a decent weapon enough to finish them off. This is far too simple for an item that can save you from death. Health and DefenceAn evoker's health is increased from 24 HP to 30 HP (12 hearts to 15). They also have 4 armor points (2 "shield icons" or the equivalent of chain leggings). When an evoker is caught by a fatal shot/hit, it has a 30% chance of "using" a totem. When the totem is used, it would create the green and yellow particles seen when a player activates a totem. The totem would give two effects to the evoker: absorption 2 (four yellow hearts) and regeneration 2 (1 HP every 1.25 seconds/25 ticks), both for 30 seconds. AttacksThe fang attack deals 7 HP instead of the previous 6. It also has a wider spread (a bit like a cone shape, with it one fang wide at the evoker, but two wide at the player) so it is harder to dodge. The fangs also give slowness for 5 seconds. These changes should make the evoker much stronger and the fight much more worthy of a totem of undying. [link] [comments] | ||
Shulk music disc that gets dropped from shulkers Posted: 06 Apr 2021 09:15 AM PDT Audio: https://youtu.be/UXR9QgaMbjw Made by: JamiesName (not me) Gained by: getting a shulker to shoot an enderman and then the enderman has to kill the shulker or it wont drop or it can be found in chests (P.S: i just like the music and it fits so) [link] [comments] | ||
Woodland mansion raids (Mega Raids) Posted: 06 Apr 2021 04:43 AM PDT If a raid starts when you bring bad omen to a village then bringing bad omen to their house should spawn a much bigger raid. This could be a way to add new illagers without upsetting players who feel raids are too difficult. [link] [comments] | ||
Posted: 06 Apr 2021 12:45 AM PDT
| ||
Posted: 06 Apr 2021 07:04 AM PDT Ever since the addition of the glow squid into the game, people have complained about it being useless, a waste of a mob vote, and/or it's drops being useless. I have an idea on how to fix this, or at least give a reason for people who building isn't their specialty. I suggest that tridents could be tipped with glow sacs, which after a trident is thrown at a mob, a tamed axolotl could become hostile and attack the mob. This can be done by simply putting a glow sac and a trident into a crafting table, like a spectral arrow, however enchantments on the already-existing trident won't cross over to the tipped trident TL;DR tridents could be tipped with glow sacs to make axolotls hostile at whatever the tridents thrown at. [link] [comments] | ||
Copper Horns That Can Actually Make Music Posted: 06 Apr 2021 04:47 PM PDT Currently the only sound you can make with a goat horn is the sound of the ominous horn at the beginning of a raid. Copper horns can be crafted with eight copper around a goat horn. The sound is similar to a french horn, and you can adjust the pitch by looking up or down. This would allow players to make music without huge amounts of note blocks and redstone. [link] [comments] |
You are subscribed to email updates from Minecraft's Suggestion Box. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |