Minecraft Nether fortresses should have some soulfire torches to keep piglins away |
- Nether fortresses should have some soulfire torches to keep piglins away
- Amethyst Block makes Noteblocks play chimes
- More uses for copper
- Piglins should give higher chance for certain trades depending on biome
- Amethyst Amulet
- The Polp , a tasteful new cave mob
- New Curses And Where To Find Them
- Blackstone dungeons
- global datapack folder
- Bronze Tools with a twist!
- Red Pandas
- Update Bedrock's food system to match Java's
- Ideas for cave monsters and features
- Can wolves please not aggress foxes?
- Enchanted golden apples should restore full hunger
- Quivers and a new use for the Fletching Table!
- New Enchantment: Silence
- Hitbox of lava could be one pixel lower, so that it doesn't get you when you're standing on soulsand.
- More Zombie textures!
- Scarecrow Golems but with an actually useful defensive purpose... and also scaring.
- Adding servers on consoles
- Enchanted Carved Pumpkins keep enchantments after being placed.
Nether fortresses should have some soulfire torches to keep piglins away Posted: 06 Aug 2021 08:03 AM PDT Only 6-8 spawn cuz if more, theyll prevent mobs from spawning, this can add a lot to the lore like, they got tired of piglins so they put soulfire torches to keep them away [link] [comments] | ||
Amethyst Block makes Noteblocks play chimes Posted: 06 Aug 2021 08:40 AM PDT This feels so overlooked. Why on earth wouldn't placing an Amethyst block under a noteblock make it play chimes? It makes sense does it not? Packed ice already does this, but there are other instruments that you can get from multiple blocks, so why not? [link] [comments] | ||
Posted: 06 Aug 2021 06:09 AM PDT
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Piglins should give higher chance for certain trades depending on biome Posted: 05 Aug 2021 09:36 PM PDT Let me explain; If a piglin is trading in a warped forest: it would give a higher chance for pearls If it was trading in a soulsand vally: higher chances for soul speed and soul sand If its in a bastion: then higher chances for blackstone You get the gist [link] [comments] | ||
Posted: 06 Aug 2021 11:23 AM PDT In ancient times, the Greeks had a superstition that wearing an amulet made of amethyst would prevent you from getting drunk. In fact, that's where the name "amethyst" comes from. The Amethyst Amulet would be made with five strings and an amethyst crystal. Having it in your main hand or offhand would halve the duration of potion effects (including beneficial ones, so be careful!), or halve the level of instant effects, rounded down in both cases. [link] [comments] | ||
The Polp , a tasteful new cave mob Posted: 06 Aug 2021 03:46 AM PDT (Name and texture are subject to change) Unlike most mob which uses sight, or Sculk that uses vibrations, Polps are eyeless mobs that uses smells and tastes. Spawning: They spawn alone or in small groups in lower light levels, sometimes they are found out in the cave, licking the rocks, and sometimes inside their nests. The nests are more common close to big ore veins. Behavior: Polps move quite slowly and not very upright, allmost as if they are tired, sometimes they even walk on all limbs. If you attack one, it might bite you, but don't look to kill you. As mentioned, they lick or scrape their mouth against the rocks in order to feed from the minerals. They don't actualy destroy the blocks, so don't worry about them ruining your builds. If the player give them some stone type blocks, the Polp might give the player some items, such as sand, gravel or iron ore. Apperence: Polps somewhat resemble a player in shape but shorter. They have a gray body, with some brown hair. They have large claws and tusks. They could look somethings like this: Get the texture I used a player model, for practicality. [link] [comments] | ||
New Curses And Where To Find Them Posted: 06 Aug 2021 10:14 AM PDT The title says it all. Curse of Ignition: This curse would make it so that, when ever you are hit there would be a 15% chance for the wearer to burst into flames. This can be found in the nether where the effects chance is also doubled. Curse of Stone: This would make it so that you would sink faster in water, making it harder to get air. This would be found in underwater locations like sunken ships and underwater ruins. Curse of Warping: This would make it so that when the wearer is hit, there would be a 25% chance that they are teleported to a random location up to fifteen blocks away. This would only be found in end city's. Curse of Detonation: Simaler to the creeper, when on half a heart, the wearer will explode, destroying their surroundings and possible items. This would be found from dungeon and desert temple loot. Curse of The Elements: This would make it so that when every the wearer is hit, a random potion effect would be given for ten seconds which can be good or bad. This would be only be found in masion loot. Other: These curses can be found on random enchanting books and from enchanting. If you have any balancing suggestions please let me know. [link] [comments] | ||
Posted: 06 Aug 2021 08:33 AM PDT These structures generate in every Nether biome except warped forests, and they are the same shape and size as normal dungeons in the Overworld. Blackstone generates where cobblestone would generate, and gilded blackstone generates where mossy cobblestone would generate. The monster spawners in Blackstone dungeons have a 40% chance of being a zombified piglin spawner, a 30% chance of being a skeleton spawner, and a 30% chance of being a wither skeleton spawner. There's no chests or chest loot in Blackstone dungeons. [link] [comments] | ||
Posted: 06 Aug 2021 10:31 AM PDT for now adding own datapacks while creating a new world is quite annoying, you have to open the temporary folder which keeps changing, find the datapack and move it there, it would be nice if instead of making a temporal folder, there would be a global folder that holds all your pre-downloaded datapacks and allows you to choose them before creating the world with 1 click [link] [comments] | ||
Posted: 06 Aug 2021 09:15 AM PDT What if bronze tools existed, but instead of having a durability based on usage, it would have a durability based on time? They could be created with bronze ingots, a combo of iron and copper. They could be "unbreakable" but only for a period of time- maybe 3 Minecraft days? I'd imagine they'd be similar to iron tier. [link] [comments] | ||
Posted: 06 Aug 2021 09:40 AM PDT Red pandas would be a mob found in regular jungles with a small chance to spawn in bamboo jungles. It's unique feature would be having 3 different diets: herbivorous, omnivorous and carnivorous. DIFFERENT DIETS Red pandas with different diets would have different behaviours. Herbivorous red pandas would eat leaves, cocoa beans and bamboo, and would be totally passive, running away if attacked. Omnivorous red pandas would be neutral, and would eat all plants mentioned above plus chickens and rabbits. Carnivorous red pandas would still be neutral, but would deal more damage. They hunt cats, ocelots and pigs on top of chickens and rabbits. STATS Herbivorous: Health: 6 Damage: 0 Omnivorous: Health: 10 Damage: 1 Carnivorous: Health: 20 Damage: 3 BABIES Feeding two herbivorous or omnivorous red pandas cocoa beans will make them breed. Breeding two pandas with the same diet will result in a baby of the same diet. Breeding two parents with different diets together results in a 50% chance of a herbivorous panda, a 40% chance of an omnivorous panda and a 10% chance of a carnivorous panda. I feel this would be a cool addition to the jungles and a cool new mechanic for Minecraft in general. I hoped you liked this idea! [link] [comments] | ||
Update Bedrock's food system to match Java's Posted: 06 Aug 2021 10:52 AM PDT Bedrock Edition still uses the Pre-1.11 food system. It makes you use a lot of food whenever doin things as running, jumping, etc. It was changed on Java on 1.11, but never got changed in Bedrock (since I believe Bedrock wasn't an only Version, it was Legacy on Console and PE and W10 separately), so Bedrock still uses the old system. I think it should be updated to match Java's system. Disclaimer: This is not refered to the Regeneration system, Java's one was changed during the combat update (1.9, so that's why it never got to Bedrock) however there's no reason to not have the new food system on Bedrock. [link] [comments] | ||
Ideas for cave monsters and features Posted: 06 Aug 2021 07:27 AM PDT 1 - Now that caves are literally huge and cavernous, how about something that exploits those dark nooks and crannies? I was thinking of some kind of creature that DROPS from the dark ceiling onto you. Perhaps giving you a blind/darkness debuff and destroying all torches in within 10 blocks. But once on the ground it is slow and vulnerable. To not be completely unfair it can have a low growling sound or something. 2 - Very rare mushrooms. Maybe some can be used for new potions/food, but I was also thinking about having a mushroom creature that defends the mushrooms patch and/or perhaps a mushroom that releases toxic/healing gas in a proximity. Perhaps a funky underground mushroom biome. 3 - Extremely rare treasure vaults. Encased in obsidian, perhaps containing treasure maps and an enchanted item and some emeralds? These are mostly found submerged in lava pools and are perhaps trapped, making them dangerous for those without fire protection or the unwary. 4 - A new ore. Very, very rare. Teleportium. When mined it can be used for potions/enchanting and crafting and 'home' blocks. I was thinking the idea behind it is it can be applied to tools/armour and when you die they return to spawn on your 'home' block, rather than lost forever. Perhaps the ore can ONLY be mined with a netherite pick? 5 - Underground ruins - Vast, spooky tunnels deep underground. Mainly empty, besides the occasional trap or loot chest or perhaps some useful furniture blocks and food barrels. This is just to expand the vastness of the game and to give players something good to explore. Maybe there's room in there for a new mob. [link] [comments] | ||
Can wolves please not aggress foxes? Posted: 06 Aug 2021 09:09 AM PDT I mean really. It hurts my heart. The little noises and stuff. Not cool. [link] [comments] | ||
Enchanted golden apples should restore full hunger Posted: 06 Aug 2021 10:36 AM PDT Just what the title says. Its really weird that the most powerful food in the game literally gives the same hunger points as a normal apple. The amount of saturation it gives is fine, but it's honestly bizzare it doesn't give more hunger. [link] [comments] | ||
Quivers and a new use for the Fletching Table! Posted: 06 Aug 2021 04:16 PM PDT
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Posted: 06 Aug 2021 04:15 PM PDT Silence is an Enchantment for Boots that Allow the Players to Walk without making ANY Noise. But you're thinking: This is so OP! But, actually, it isnt: Piece: Boots This New Mechanic could be really cool if added in 1.18 Update with the Warden. And 80% Isnt that OP. Every 5 Steps, 4 of them Don't make a Noise! [link] [comments] | ||
Posted: 05 Aug 2021 04:55 PM PDT Basically, soulsand appears to be a full block, yet it's hitbox is slightly lower than a full block, this on its own wouldn't be much of a problem, but lava has the exact opposite: it looks like it's lower than a full block, but it's not. The fact that your hitbox touches lava when you stand on soulsand is unintuitive, as it looks like that shouldn't be the case, so I suggest the hitbox of lava is made to have the Same size as that of soulsand. [link] [comments] | ||
Posted: 06 Aug 2021 03:44 PM PDT It's always bothered me that every single zombie in the game went to the same "blue shirt blue jeans" store (aside from husks and zombie villagers). They all look just like green Steves and that just feels really dumb to me. If they were supposed to have been just like the players at some point, it would make sense for them to vary in outfits. That would make them feel like more fleshed out characters and it might even make them feel a little scarier. They could just be a lot more interesting than how they are now. [link] [comments] | ||
Scarecrow Golems but with an actually useful defensive purpose... and also scaring. Posted: 05 Aug 2021 05:35 PM PDT Introduction: So this idea has been discussed before, but I believe that I have a new addition to it that will add a legitimate reason to use these spooky bois. Please enjoy and let me know what you think! Construction: Constructed by placing fences on either side of and below a hay bale with a carved pumpkin on top. Nether wood fences modify the golem's stats and jack o' lanterns can be used to make it glow. Appearance: The scarecrow golem is similar in appearance to an armor stand but with the chest covered in hay and the head covered by a carved pumpkin. On its shoulder rests a crow if the golem has existed for over a day. The type of fence changes the color of wood on the golem and a jack o' lantern on a nether wood golem will glow blue with soul fire. Stats:
What you would expect: They are scarecrows, they scare things.
The actual purpose: Scarecrows have a strategic purpose amongst the golems and act as a sort of support unit by disabling ranged enemies.
Small little fun details: Just some niche interactions that are cool.
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Posted: 06 Aug 2021 10:14 AM PDT This is exactly what the name says. I made an SMP and wanted my friends to join. One of them only has a PS4 and can't join because there is no add server button. My other friend has an XBOX and has the same problem. Plz Mojang add this! Why is it only on PC and mobile? PS4's and XBOX's have on-screen keyboards. Why isn't there an add server button on all consoles? [link] [comments] | ||
Enchanted Carved Pumpkins keep enchantments after being placed. Posted: 05 Aug 2021 08:31 PM PDT |
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