Minecraft Making the end livable in 4 easy steps |
- Making the end livable in 4 easy steps
- The Kelper: An aquatic Creeper that tries to send you to the depths.
- Middle-Clicking on a block should pull available blocks out of any bundle on you, or at least to the top of the bundle
- Jungle biome update after caves and cliffs?
- Potion brewing process is faster during a full moon
- New badlands mob: Stronghorn! (Final version!)
- Record a redstone sequence on a wax disc via a recorder block
- The Cursed Island, a reason to go Ocean exploring.
- Driftwood
- More Types of Plants in Rivers & Lakes
- Environmental effects for the new mountains
- Wandering Trader Llamas have a chance to be found left at villages, with no trader nearby
- Renewable tuff, calcite, deepslate.
- Expanding upon the "ocean quest"
- The dustdevil
- When a lightning rod gets hit by lightning, it makes all connected redstone activate for 1 second.
- Pillar of Permanence
- enlightenment potion
- Allow Signs to be Smelted (Not a Joke, Hear Me Out)
- Wallpaper, paintings, item frames and more rebuilt
Making the end livable in 4 easy steps Posted: 27 Aug 2021 03:09 AM PDT So currently the end is not very survival-friendly. Here's my idea on how to improve it. The first thing you need to survive is wood. But a tree in the end wouldn't really fit, so instead the bottom 2-3 blocks of a chorus plant are a new type of wood: chorus wood. This wood starts to grow on the bottom few blocks of a chorus plant after one of the flowers have withered. Chorus flowers cannot be placed on this wood, but the creative mode item "chorus plant" can. It can be crafted into stairs, slabs and trapdoors etc. just like overworld wood. The second thing you need to survive is a good food supply. I know there's chorus fruit but that teleports you and can be really annoying. However there exists another chorus item in the game already; the popped chorus fruit, used to make purpur. Make these edible and not teleport you (also maybe give them more saturation and hunger) and you have a good food item. The third thing you need to survive is stone. Basically do what they did with deepslate and make coobled endstone. This can be made into stairs and slabs, and be used as a substitute for cobblestone. Placing a cobbled endstone and right-clicking it with a pickaxe turns it into the end version of farmland. This grows crops only 33% the speed of regular farmland, but doesn't require water to grow. This is so that you can actually farm the beetroot seeds found in end cities. Also, growing potatoes on endstone farmland cannot drop poisonous potatoes. The fourth thing you need to survive is iron. However instead of regular iron, in the end there's nickel ore. It's funcions are the same as iron, but making an anvil out of nickel gives a nickel anvil instead. Nickel anvils cannot add enchantments to anything, but repairing tools and armor in a nickel anvil always costs the default amount of xp levels, and will never get too expensive. also, I know it's possible to survive in the end already, but this will make the end somewhere you can not only survive, but also live. [link] [comments] |
The Kelper: An aquatic Creeper that tries to send you to the depths. Posted: 27 Aug 2021 04:59 AM PDT DETAILSDESIGN
HEALTH
SPAWNING
BEHAVIORIDLE BEHAVIOR
IMPLODING
DRIED KELPERS
INTERACTIONS
DROPSKELP
MUSIC DISCS
TREASURE AND JUNK
VACUUM GLAND
THE KELPER AND THE DRIED KELPERVACUUM GLAND AND DEPTH CHARGE[link] [comments] |
Posted: 27 Aug 2021 08:15 AM PDT Middle-Clicking on a block should pull available blocks out of any bundle on you, or at least to the top of the bundle [link] [comments] |
Jungle biome update after caves and cliffs? Posted: 26 Aug 2021 11:17 PM PDT I would love to see a crazy amount of diversity with an Amazon type theme possibly, maybe even make it a promotion to help protect or bring attention to its beautiful wildlife diversity and how special it is for earth (like they did with the bee update!) Lmk your thoughts! [link] [comments] |
Potion brewing process is faster during a full moon Posted: 27 Aug 2021 03:21 AM PDT Considering magic power in Minecraft is stronger during a full moon (mob spawns specifically), it would make sense for something like potion brewing to be affected by a full moon aswell. [link] [comments] |
New badlands mob: Stronghorn! (Final version!) Posted: 27 Aug 2021 02:26 PM PDT The badlands is a barren biome, with very few mobs, but that could change! Introducing the Stronghorn! This mob is a unique addition to the badlands biome. It is neutral, so it will only attack the player once provoked. However, it will attack any zombie variation on sight. Spiders may try to kill it, but it will fight off or kill the spider if the spider attacks first. When threatened, it makes screeching sounds with its wings, much like IRL beetles will. They can be befriended (not tamed, mind you) and bred with moss. The Stronghorn resembles a large rhinoceros beetle, with a long, upward horn rising from its head and arching back toward the head. It also has short mandibles outstretched. It is about 1.4 blocks tall, and just slightly wider than 1 block. It is rather slow, but grows faster when provoked. The Stronghorn has 22 hp/11 hearts. This behemoth beetle has two methods of attack: Horn charge: Pretty simple. This attack does 5 damage and has knockback, ramming the player 3 blocks away. Like a goat, it will miss if you move. Mandible bite: This attack is a close-range attack, which the Stronghorn does damage with its short, yet powerful mandibles. This attack does 8 damage. When killed, this mob drops a Hard Plate; A peice of insect exoskeleton. Crafted with string, this item creates the Gong. When used, the ring of the Gong applies slowness 1 to nearby mobs for 8 seconds. To make it less OP, the gong breaks after just a few uses. However, hurting these gentle giants is unwise, as once befriended with moss, they will act as guards and attack any zombie variation near your base, and you can now collect Hard Plates from them without hurting them, as they will drop them slowly over time, just as IRL beetles do as they grow. When bred, they give Larvae. These larvae can be fed moss to grow into Stronghorn faster. They can be put in a bucket and moved around, and placed down, they'll attack zombie variants. However, they only have 4 health and do 2 damage. Larvae drop 0-1 Slimeball when killed and no exp. When Larvae mature, they drop ShedSkin, 4 of which can be crafted into Dry Mulch. Dry Mulch is used to grow many crops at once! Use it on a center crop (wheat, potato, carrot, melon, etc) and any crops touching the center will grow too! The Bane of Arthropods enchantment causes extra damage to be done to Stronghorn and their larvae. Lastly, while they're too heavy to fly, they will occasionally be seen buzzing their wings. This indicates that a Hard Plate is ready to be collected. I hope you guys enjoy this idea! I tried to include an image I'd drawn, but it wouldn't go through correctly. [link] [comments] |
Record a redstone sequence on a wax disc via a recorder block Posted: 27 Aug 2021 03:49 AM PDT Record it When you start the recorder, the incoming redstone signal would be recorded on the wax disc, this would stop after a time limit or if you eject the disc manually. The imprinted disk would be unique just as "book&quills" are and could be renamed later at the anvil. Play it If you put the disc in the jukebox it would play a blanknoise sound but you will be able to extract the recorded signal with a comparator next to the jukebox. If would add more usage of jukeboxes and wax, allowing to preprogram some redstone contraptions, make ID cards in order to enter in some secured places, noteblock sequences. [link] [comments] |
The Cursed Island, a reason to go Ocean exploring. Posted: 27 Aug 2021 09:46 AM PDT Wasnt sure what flair was correct so I selected general. I always felt like this game deserves more of a reason to explore the oceans. You are driven by reward, but will be punished with a lot of deadly risk, here is... The Cursed IslandBefore we move on to the actual suggestion, this is a pretty big one and it requires a bit of an ocean size rework. Sometimes, or around 10% of the oceans, will be enormous Suspicious Oceans, because the biome is required in order for the atmosphere to get darker and darker as later described. However, this is a rare occurence and I'd not like it to become an obstacle or annoyance. Making your way to the Island Rarely, a cartographer villager will sell a Mysterious Island map. It however looks a bit odd. Instead of showing the shape of the island, it simply shows a question mark sign, and just leads you to it. It costs 16 emeralds per map. The Suspicious Ocean As you get closer to the island, you realise you are not in a normal Ocean biome. You are in a Suspicious Ocean which has an increased chance to contain drowned ruins, is devoid of any guardian temples and can extend to even up to 3000 blocks in diameter. From now on, the closer you get to the Island - measured by a 36x36 chunk area around the center of the island, mob spawn rates increase by 10% per chunk passed and Drowned zombies have a 5% increased chance to wield tridents with each chunk passed. So needless to say, this is not an easy trip. It isn't meant to be. Additionally, the sky darkens with each chunk you pass. It also contains dead coral blocks and coral fans on the ground. The Cursed Island Once you arrive, you will spot a pretty large (500x500) hilly island devoid of life or trees with a blue moss variant called Curse Soil. You will also spot something mysterious, a Sapphire Shard. If you traverse the island further, you will find up to 5 total Shards. The Sapphire Shard can be used to create a full Sapphire by combining 4 pieces of such. Sapphires can create a useful tool called the Explorer's Stone that has 150 durability. With each right click use, it drains 1 durability and leads you to the nearest yet unvisited biome by simply showing you an arrow leading to it. It also has one more functionality, being that dropping it brings it up in the sky and slightly drags it in the direction of your current spawn point. Recipe: S: Sapphire, A: Amethyst Shard, D: Diamond, 0: Nothing 0 0 0 0 S A 0 D 0 Sapphires can also create another tool called the Waraxe. It deals 12 damage to enemies that it hits, at the cost of having a 3 second attack cooldown. It can chop trees at the speed of a Stone Axe, meaning that it is only intended for fighting. Also can be enchanted at an enchanting table with all Sword enchantments. Recipe: - S: Sapphire, I: Stick, A: Amethyst Shard 0: Nothing 0 A S 0 I A 0 I 0 [link] [comments] |
Posted: 27 Aug 2021 06:05 AM PDT So basically a log block that spawns very sporadically on top on the ocean, or sometimes on the shore. It's unique properties would be the ability to be placed on top of water like a lily pad without connecting to anything. Additionally, it wouldn't be able to be crafted into planks- but could be used for other log uses like fuel and charcoal. [link] [comments] |
More Types of Plants in Rivers & Lakes Posted: 27 Aug 2021 03:15 AM PDT Bodies of water, such as rivers and lakes, tend to be very lush and contains a lot of different plant life. Thus being cool if there were more types of plants added that generate exclusively near or inside bodies of water like rivers and lakes. Some examples include cattails, duckweed, water lily, and water hyacinths. This would make water-filled areas like rivers and lakes be more unique, diverse, natural, and appealing while making way for more abundance of decorations and dyes for players. If you like this post, vote here: https://feedback.minecraft.net/hc/en-us/community/posts/4407883186573-More-Types-of-Plants-in-Rivers-Lakes [link] [comments] |
Environmental effects for the new mountains Posted: 27 Aug 2021 02:22 AM PDT I love these new mountains, however what I feel they severely lack, is atmosphere. With the old world generation, it wasn't that big of an issue, because there wasn't much variation in terrain height, however, now with these huge epic mountains, it's more apparent than ever just how static the Minecraft world is. It feels like it's a model world on display on a table. With the new mountains, I can think of 4 very simple things that would vastly improve their look and feel.
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Wandering Trader Llamas have a chance to be found left at villages, with no trader nearby Posted: 27 Aug 2021 06:42 AM PDT I think it would be interesting to go into a village to see that a wandering trader was there before you got there, or, a ruined pillager banner, making it look like there was a pillager patrol but the golems fought it off, idk, just think it would be cool to add more lore to villages [link] [comments] |
Renewable tuff, calcite, deepslate. Posted: 26 Aug 2021 11:17 PM PDT Currently all pre-1.17 rock types (stone, andesite, diorite, granite, basalt, blackstone) are renewable. When 1.17 came out, we had three new rock types - tuff, calcite, deepslate. They look very nice (especially deepslate variants). Unfortunately, however, none of them are legitimately renewable, and I think they should be. Flowing lava next to powder snow should create tuff, tuff and diorite should be craftable into 2 calcite and lava above tuff, below basalt and next to powder snow should generate deepslate. [link] [comments] |
Expanding upon the "ocean quest" Posted: 27 Aug 2021 01:54 PM PDT Buried treasure, ocean explorer and woodland explorer maps are very different from the rest of minecraft. Aside from eyes of ender, they are the only time where the game "tells" you to go somewhere. The first time you find a buried treasure map, any player will want to seek out and find the hidden treasure. This is a very fun change of pace, to purposefully seek something out. Most the time in Minecraft, the player wanders somewhat randomly, which has its own charm, but this directed journey is a nice change. It encourages the player to spend time away from their sheltered home and explore. What if this "treasure search" was longer, with multiple stages, one long grand adventure? First, you can either just find a shipwreck naturally, or get a dolphin to lead you to one. However, shipwrecks ae so common, that this dolphin mechanic sees little use. They could be slightly rarer, but this isn't really necessary Shipwrecks should spawn more drowned, like underwater ruins, to make them more challenging. After all, their loot far outclasses ruins, yet the ruins are the protected ones. Seeing a dangerous place can provide some players with motivation, and others will want to come back and investigate, once they have better gear. It also makes it harder to get lots of iron from shipwrecks too early. Claim your loot and the buried treasure map from the shipwreck. Additionally, nautilus shells should be able to be found in shipwrecks or underwater ruins, both to reduce the drowned killing grind, and to make something incredibly satisfying later. Now your search for the buried treasure begins. As well as a heart of the sea, buried treasure now always contains an ocean explorer map. This is a much more fun way to get one, and continues the great ocean quest into one long cohesive adventure, though one you can split up, and continue at any time. It also is reminiscent of the common film plot where you follow one clue to the next clue, like the Indiana Jones franchise. Finally, you face a final, colossal challenge - the gigantic ocean monument with its deadly guardians and the ancient, powerful elder-guardians hidden within. The elder guardians beckon you inside with their mining fatigue apparitions. After much preparation, you can go inside and conquer the monument. Prepare how you will. Make water breathing potions? Raise turtles for a turtle shell? For a greater reward, elder guardians now drop a trident prong, three of which can be combined with 2 sticks to craft a trident. Drowned no longer drop tridents, as such a unique weapon is much more worthy of the elusive ocean monument, and much more fun to get this way. Instead, drown are given a much higher copper drop rate. As well as tridents now being obtained with full durability, they now have drastically more durability due to being harder to obtain, going from 250 to 1500 similar to diamond tools - 6 times its original durability. If your trident breaks nonetheless, fret not, for normal guardians have a very small chance to drop a trident prong. After defeating the ocean monument, the player has obtained some prisamarine. Now, everything comes together. You have Nautilus shells from the shipwreck. A heart of the sea from the buried treasure. Prisamarine from the ocean monument. You have all you need to build a conduit. With a conduit built and a new trident in hand, your quest has come to an end. Or has it? In the future, the conduit could have one of many different new uses. A way to summon a new boss? A gateway to a whole knew dimension? Who knows!!! But even if it never gets a new use, the quest has shown the player the joy of adventuring and they will be eager to explore the world further! [link] [comments] |
Posted: 27 Aug 2021 03:36 PM PDT The dessert is pretty...wel desserted so a new mod for the dessert should be best Design I will add a drawing later but for now there is no So the dustdevil would be a smal sand tornado really small like player sized with one red eye Features The dustdevil is hard too kill because only melee combat works because if any arrow,trident and potion trown at it will just be tossed back so melee combat is the only option BUT if you get too close like a infront of it it will suck you in and trow you 5 blocks into the air Drops The drops would be sand and abit of dead bushes And there is a small chance that a dustevil eye drops The use of it is something that is still need to figure out So that is it for now i will edit this later maybe [link] [comments] |
When a lightning rod gets hit by lightning, it makes all connected redstone activate for 1 second. Posted: 27 Aug 2021 03:35 PM PDT |
Posted: 26 Aug 2021 05:07 PM PDT This would be some kind of block or conduit at the center of some kind of future temple or dungeon that renders any player within 20 blocks unable to eat, break blocks, place blocks or attack any mob until the block itself is broken. It's the only block the player can break under this effect. [link] [comments] |
Posted: 27 Aug 2021 12:50 PM PDT it can be made out of the bottle of experience, it has 2 effects:
this potion would have its opposite version, which decreases the xp gained and makes the enchanting table not show you enchants, it can be of course made out of its normal version and fermented spider eye [link] [comments] |
Allow Signs to be Smelted (Not a Joke, Hear Me Out) Posted: 26 Aug 2021 06:35 PM PDT I know this sounds pretty uncanny, but I think signs should be smelted into Charred Signs. Essentially, these would be nearly black and would look vaguely like charcoal. They would work like regular signs, but the black colouring would be useful for making night skies by dying text white and adding glow sacs. They could also be useful for builds that want to display text on a monitor, or want to display text on a non-wood surface. [link] [comments] |
Wallpaper, paintings, item frames and more rebuilt Posted: 27 Aug 2021 10:59 AM PDT Wallpaper is an incredibly common suggestion here. People often seem to think it should work like paintings and item frames; just get a wallpaper item with the texture you want and slap it on the side of a block, done. But this does not actually account for the underlying performance cost of those items, as things like item frames and paintings are treated as entities, not blocks, and those entities use far more resources to manage than blocks do. If Mojang were to invite players to cover significant portion of their base in hundreds or thousands of these entities I think most of the player base would be rightfully miffed at how unplayable their world would become due to the lag. Simply expanding the current system to encompass these new features is therefor untenable, we need a different solution. Why not expand the block data then? Just add six new data fields for each block (one for each side, top and bottom), and have those store information on what wallpaper/painting/frame is attached there? Seems like an easy enough solution. . . until you look at how big save files will become. Even assuming that each data field is only half the size of a block data field (containing and ID, a state and some ancillary data), we are still adding six of them, which is three times the total data needed for the block it is attached to. This means all chunk data files are now four times as big as they used to be. That introduces its own performance considerations, which will impact pretty much every chunk all the time. But most chunks will not need that data, as most of them will be natural generation with no wallpaper at all. Surely there must be a better solution that does not burden the entire save with empty data? I think there is. (Now of course I am not intimately familiar with Minecraft code or data structures. I do not mod for Minecraft, even if I have dabbled with the idea. But I do script for work, and I am familiar with the issues of handling and processing huge data sets as efficiently as possible. If Minecraft handles data in ways I am even remotely familiar with I think this will be a viable solution. If someone familiar with Mincraft modding wants to take this idea and run with it I would be more than happy to lend whatever help I can to the endeavor.) The main idea here is that we break out a "wallpaper layer" into a separate save file, to be saved next to the main chunk save file. This new save file will only contain wallpaper data, not "null" data, not "air blocks", just the blocks array IDs that have wallpaper attached and the actual wallpaper data itself. This means that if a chunk has no wallpaper in it then it will not even need a wallpaper file saved to disk. The vast majority of the map will remain exactly as big and efficient as it is right now. Only chunks with wallpaper placed there will generate this save file, and that save file will only be as big as the amount of wallpaper placed. The other key idea here is that wallpaper will be nothing more than alterations to a block, it will not be a memory hogging entity type. Want to paint the side of a stone block red? load up the chunk, check for a wallpaper save, seed that that Array ID has a modification, and alter the texture on that side of the stone to "red paint", complete the loading process and render. There is no need to keep the red paint active as an entity. Now this will impact load times, but it will be far smaller of an effect than paintings are now, and it will only be for the loading time. Once everything is in memory those textures are complete replacements for that side of the block, so there should be no appreciable lag induced once the chunk is fully running. I think this change will be so efficient that I would even propose it get extended to existing blocks. For example, bark could become a wallpaper, meaning that you could strip one side of a log at a time. The save file for even a densely generated natural forest should be small enough not to induce a noticeable change for natural world gen, as you would only be saving data for a few hundred blocks per chunk at most. The vast majority of blocks in the chunk would have no wallpaper data, and so would not contribute anything to the save file size. And here is where we get into the really sweet stuff of this idea, because this save format can be used to not only save texture modification for blocks, but geometry changes too. If you place a painting with the new system, it will simply cause that side of a block to load a new surface geometry as well as a new texture. You could even implement a check to prevent a solid block from being placed that would "crush" the painting if such a limitation is desired. And I can do even better than that. If you place an item frame, the new save format can save the proper texture, geometry and what item is placed in that frame, freeing up all that data fro them entity table and keeping it firmly withing block data. You will not need to do any further processing on it until something causes the item to fall out of the frame. And before people get too worried that we are bloating the amount of data contained in the save file, I will remind you that the format of this save file means we are not saving any information save for what is actually there. We do not need to save "null" data for items six times for every block like we would if we were using a standard chunk format. All we save is the Array ID (location in the chunk), what face of the block is affected, and the modifications we are applying to that face. This can include things like item types, orientations, color variations. . . almost whatever you can think of. It gets loaded along with the chunk and placed into the static memory for that chunk, keeping it removed from the active entity pool. And this format is extensible to anything that can be treated as a static block. Want doors to be able to swing? Save them as a block face modification and use an offset angel for the collision geometry. Want to add the game of chess to Mincraft? Add an array to save the game state to the top side of a block face. All you need is the code to parse it and the textures and geometry to display it. And until you actively change something it will cause no more lag than any other block just sitting there doing noting in particular because that is all it will be. Divorcing these states from the static chunk save means we can save pretty much whatever we need in as small and compact a way as possible, to be loaded only when needed. I honestly think this is probably our best option for getting full wallpaper functionality (and more!) into the game. [link] [comments] |
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