Minecraft Recovering Despawned Items with Archaeology |
- Recovering Despawned Items with Archaeology
- The Brainwasher (Illager Boss Mob)
- A Copper Gauge that shows what the signal strength of Redstone is.
- Customizable Migration Cape Colours
- A unique dye for every dimension
- Create your own CD's
- New inventory slot for clocks compass or spyglass
- A Second Illager Beast (The Marauder)
- Spyglass and Maps
- Making Llamas More Practical, (With Fire)
- Pillager captains always have enchanted cross boys
- Dark prismarine wall.
- End crystals should require amethyst
- Can we please have stonecutter ui upgrade?
- Structures and archeology
- Expose more config options for configured features
- Endermen spawns more common near end portals
- If a pig is on a dirt block, it will dig out 1-3 mushrooms every Minecraft day
- marble palaces and roman villages
- cathaya trees
- Add note duration and volume to noteblocks
- Sculk Snapper and Sculk Mirage part 3: Sculk shoes
Recovering Despawned Items with Archaeology Posted: 23 Aug 2021 03:27 AM PDT Overview In addition to the planned archaeology features, a way to use archaeology to recover some despawned items should be implemented as well. Details Every chunk would have a small, invisible storage, equivalent to a chest or two. When items naturally despawn, they are added to this storage. Using the archaeology tools that will be added in a future update, these stored items can be recovered from dirt, gravel, and sand blocks. This applies to blocks found outside of the designated archaeology site structures. The items can be randomly pulled from the storage of the chunk the player is in, and have a smaller chance of being pulled from adjacent chunks as well. Priority When a chunk's storage is full and an item despawns, older items from the storage are replaced. But some items would have priority. This priority only affects which items get replaced in the storage, not which ones are recovered by archaeology. Items or blocks that have been renamed would have the highest priority, shulker boxes, tools and armour would have secondary priority. Other items would have tertiary priority, and blocks would have the lowest priority. Certain rare blocks and items would have a higher priority than normal as well, such as diamond blocks and beacons. This could be a property that can be changed by a data pack. Duplicate items would also have a decreased priority. Despawning items will replace only items with the same or lower priority. Why? This would allow a chance to recover despawned items without causing lag, in a unique and fun way. The only cost is a little bit of extra data stored in each chunk. It would also give archaeology a genuine sense of history. Not the history that happened before the game started, but the actual in-game history of each place. It would be useful in Single Player for recovering items after death and failing to reach the place in due time, but it would really shine in Multiplayer where you might find items from other players, or get your friends to help you dig up your lost stuff. Extra Ideas These aren't essential to the idea, but might be nice addons. There could be enchantments for archaeology tools which increase the chances of recovering certain types of items, eg. Tools, armour, renamed items, books, etc. Items lost to explosions, lava, and cactus could be added to the storage as well. This makes less sense, but it would be nice. Some items could have a chance to transform upon recovery. It could be existing items, like meat products turning into bones or rotten flesh, or new items, like wood turning into petrified wood. This is a property which could be added to items using data packs. [link] [comments] | ||
The Brainwasher (Illager Boss Mob) Posted: 23 Aug 2021 04:13 AM PDT
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A Copper Gauge that shows what the signal strength of Redstone is. Posted: 23 Aug 2021 10:57 AM PDT I think it would be cool to have a gauge that shows the signal strength of Redstone almost like a reverse item frame. You would place it down next to a redstone line and the redstone would turn into it and it would show how strong that redstone is. It would act sort of like a redstone lamp and look like a block with a clock on it almost. [link] [comments] | ||
Customizable Migration Cape Colours Posted: 23 Aug 2021 02:02 PM PDT With Mojang starting to migrate accounts to Microsoft, I have just recently picked up my free migration cape. One thing that I've noticied is that everyone who migrates (Eventually everyone with a Mojang account) will receive one of these capes. If everyone playing the game is using the same cape, it may get a little bit boring. Therefore, I propose the ability to change the colours of the cape. Of course, it would be fairly simple, you would only be able to change the colour of the top (Currently black) and bottom (Currently red) colours, but this would surely add new flair to the capes, and let yours stand out a little bit more. One other reason for the ability to change cape colours would be to better fit a person's skin. The default red and black cape may not look the nicest on everyone, and being able to change the colour would allow everyone to have a cape that fits their character design. [link] [comments] | ||
A unique dye for every dimension Posted: 23 Aug 2021 11:43 AM PDT Everyone wishes for more colour variation in minecraft, and I understand adding 50 different blocks just for colours is a waste. That's why I think adding one unique dye for every dimension would sooth that crave, and add a new reason to explore. Enderen: would be a purply blue ish black that fits with the end atmosphere, you could have a chance of finding it in end city chests. Soulish: a neon blueish green that would give off a mystical and magical vibe. Some say it's the color of our souls. You would obtain it by farming soul shoots, a new vegetation found only in bastion remains. They would be plantable on soul soil. Sunset: if there were a color that depics the overworld it would be that of the sun sets we have in the game. It would be a calm orangey yellow with a bit of blue. It could be obtained by smelting the new glow berries, thus adding more uses to an existing item. TLDR; a dye for every dimension that would fit every said dimension. And would add a little more color option in the game without overwhelming the players with 100 different blocks. EDIT: Enderen Should be obtainable via void Vines that generate below end islands, as to make enderen less rare! [link] [comments] | ||
Posted: 23 Aug 2021 08:48 AM PDT I'm a musician who loves playing around with noteblocks. On our realm server i've made an opera house with music playing. Just as you can write your own books, i'd love to be able to compose music and put it on CD's. I am aware that you can change the music files locally, but i think it would be awesome to have a compose block or something like that and being able put the CD's inside a jukebox. [link] [comments] | ||
New inventory slot for clocks compass or spyglass Posted: 23 Aug 2021 05:45 AM PDT The new slot would appear above the off hand slot and if you put an item in it the item will be shown on the right side of the hotbar. You can put there a clock, a compass, a lodestone compass and "ADDITIONALLY" a spyglass or even a map (to use the spyglass or to show the map you would have to press a binded hotkey for example "c") This feature would help a little bit with the limited space of the hotbar. As for other things that I'm not sure about it could be used for enderpearls, firecharges, fireworks (also work for crossbow), potions or totems. Hovewer these might be quite OP so share your thoughts. Additionally the item you have in the pocket slot could be shown on the right side of the players waist. [link] [comments] | ||
A Second Illager Beast (The Marauder) Posted: 22 Aug 2021 07:17 PM PDT
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Posted: 23 Aug 2021 04:26 AM PDT Spyglass and maps seem to offer a nice opportunity for a feature that would bring them together. My idea is pretty simple: while holding a map in one hand and using a spyglass with the other, map drawing distance doubles from 128 to 256 blocks around the player. Make the spyglass more useful (and thus copper and amethyst), and make those level 4 and 5 maps not taking such long trips to completely draw them [link] [comments] | ||
Making Llamas More Practical, (With Fire) Posted: 23 Aug 2021 03:31 PM PDT
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Pillager captains always have enchanted cross boys Posted: 23 Aug 2021 04:03 PM PDT Right now it's random what pillagers have enchanted cross bows. Pillager captains (the ones with the flag) should have a 100 percent chance of have a enchanted cross bow. [link] [comments] | ||
Posted: 23 Aug 2021 02:27 PM PDT We have prismarine brick wall, but there is bo dark prismarine variant [link] [comments] | ||
End crystals should require amethyst Posted: 22 Aug 2021 05:50 PM PDT Amethyst shards are a new item that can only be obtained by finding amethyst geodes; however, despite their somewhat rarity, their use is quite limited and the item kinda feels lackluster considering that they're only used to make telescopes (which isn't used for anything atm) and tinted glass. I propose that end crystals should require amethyst shards as part of the recipe. The change would be quite simple, three of the glass blocks adjacent to the eye of ender would be replaced with the amethyst shards. This makes sense as something like end crystals, should contain crystal shards in the recipe. Additionally, it gives more of a purpose to go looking for geodes as well as farming amethyst shards. [link] [comments] | ||
Can we please have stonecutter ui upgrade? Posted: 23 Aug 2021 12:58 PM PDT The stonecutter ui seems like it was designed to work well when each block had 2-3 variations like stairs, slabs, and walls. With the addition of Deepslate, which has like 15 variations, it's a huge pain to use now. Off the top of my head, my main gripes are (all on bedrock btw):
Basically I just wish it worked like the crafting table. Am I the only one? [link] [comments] | ||
Posted: 22 Aug 2021 11:40 PM PDT When working on the archeology update, a lot of structures need upgrading, and for this I propose we focus on more traps and decorations. Clay pots can go along way, and so do trip wires and dispensers but there are so many opportunities I would like the community to pitch in. For my first trap I would like toggleable spike traps. Crafted using dripstone, and stone you can use a Redstone pulse to activate them up. And for my decoration I would like to introduce coloured pillars. Now it's the communities turn, what would you want with decorations and traps. [link] [comments] | ||
Expose more config options for configured features Posted: 23 Aug 2021 12:47 PM PDT For those not in the know, configured features are things that can be configured by datapacks and then included in custom biomes. There's a lot of them, and some, like trees, expose tons of customization options, but others are almost completely hard-coded, limiting what custom biomes are capable of doing. Exposing most of these to the datapack side should take very little dev time, but would add a ton of additional options to what datapack creators can do. (I know lists are discouraged, but these are all part of the same general suggestion, and it'd be spammy to make each one its own suggestion)
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Endermen spawns more common near end portals Posted: 23 Aug 2021 03:48 PM PDT It should be a fun addition because endermen may accidentally teleport from the end to the overworld and this might be very helpful to guide you to the stronghold without wasting your eyes of enders. [link] [comments] | ||
If a pig is on a dirt block, it will dig out 1-3 mushrooms every Minecraft day Posted: 23 Aug 2021 04:27 PM PDT right now, the only use for the pig is to be a food source, which is not needed, as there are many other food sources in the game, and a source of transportation, which the horse does much better. I also think that this idea would be consistent with mojang wanting to give better rewards if you keep animals alive. [link] [comments] | ||
marble palaces and roman villages Posted: 23 Aug 2021 03:55 PM PDT lets say, your wandering through the world when you come across a village, but its different. this ew type of village would be made of quartz or calcite, and be roman themed, having red roofs and villagers which dawn robes. in the middle of these villages, would be a palace, with an emperor villager, which can trade you unique things, but will refuse to trade if led out of the building. since villagers are pacifists, there would be no guards, but 2 golden golems instead, which would be tougher than the ordinary iron golem. sometimes, there would be a totem pole near the palace, and have an emerald block hidden inside it. raids would also not work in this village, since the Illagers would be too scared to fight it. [link] [comments] | ||
Posted: 23 Aug 2021 03:48 PM PDT I have decided to do another post on trees! this tree would have really dark bark and the inside would be a more reddish dark rakish wood. it would be the hardest and only spawn in royal forests, a new biome, but elm trees and oak may spawn with it. these forest would also have bamboo, and pandas and ocelots would also spawn in there. when crafted into fence, it would be a royal fence, and display many koi fish in a yin and yang pattern. the tools made by it would be called 'royal (tool)' and be significantly stronger than ordinary wood. [link] [comments] | ||
Add note duration and volume to noteblocks Posted: 23 Aug 2021 03:41 PM PDT the longer a noteblock is powered, the longer it plays. the weaker the signal, the quieter it its and vice versa [link] [comments] | ||
Sculk Snapper and Sculk Mirage part 3: Sculk shoes Posted: 23 Aug 2021 03:09 PM PDT Link to Original post here Link to part 2 here Sculk shoes are crafted with Sculk and are a way of getting around Streaks / patches of Sculk Snapper, as it will register the step as Sculk, and not something different. The Sculk Mirage breaks because of weight, so the boots won't work on the Sculk Mirage. The downside is that you steps would be louder, and crouching would only quiet down the steps by 50%, making it only useful in certain scenarios and not all for the deep dark. the steps sound squishy while wearing Sculk shoes, and sometimes make Sculk sounds. Again, this was posted before 1.18, as such it's subject to change in the near future, like the boots might work on some of the other Sculk blocks such as the Shrieker block. [link] [comments] |
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