I am expecting a focus on server tools and mod API, especially now that the Bukkit team is involved.
I am also expecting the advent of new generated structures, and perhaps new challenge mobs.
I swear though, if they don't fix that dragon soon, I'm going to spam them.
I'm afraid to add it to the bug list, because I can't test it for the newest version. I don't have an End file.
Do you? Could you check, is it still bugged?
I'm afraid to add it to the bug list, because I can't test it for the newest version. I don't have an End file.
Do you? Could you check, is it still bugged?
You can even test it in creative. When you run into it before attacking, it has a large bubble around it, then after you hit it you can get a lot closer. I did test in creative and it's still broken.
You can even test it in creative. When you run into it before attacking, it has a large bubble around it, then after you hit it you can get a lot closer. I did test in creative and it's still broken.
Mod API, stability and performance for lower end users (they deserve it), further improvements/enhancements to the biomes: more importantly Swamps (need major overhaul to match the rest of the game's quality), vaster deserts, etc.
I'd like to see more biome specific mobs and items - encourages more exploration and world expansion.
More development focus on the Sea and perhaps sea life.
Deeper Fishing mechanics and actual in-game fish (not only and necessarily the same exact fish as the Fish item but variations).
Deeper expanded Farming mechanics.
An option to assign Sprint to a damn key instead of mistakenly triggering it every time I want to inch forward without holding Shift.
Villagers receive a visual over haul. They are not charming nor match the rest of the quality of the game in my opinion.
Other then what previous posters suggested and of course optimization and bug fixes:
Increased visibility of Strongholds and protection from intersecting with other structures. With the importance of a Stronghold (means to travel to the End) they should be either generated closer to the surface or have a different mechanic to locate as farming blaze rods and ender eyes to have to pop dozens of them across 1000 blocks of terrain is a bigger hassle then its worth.
Built-in inventory management system allowing players to tag chests and have their items searchable wherever in the world. I'm aware this is probably a mod but having this functionality built in would be amazing.
Stackable potions. Come on, don't let them stack too high but for the effort it takes to find some of these ingredients and brewing times the least you can do is carry more then a few with you.
More potion recipes. Moving some of the enchantments to potions; unending breath, feather falling, increased tool durability would remove some RNG from the enchantment process or you could...
Rework the enchantment system to reduce RNG. For those of us that play without mob grinders accumulating XP only to see it blown on a random enchantment is just painful. Finding diamonds, killing monsters, only to get Bane of Arthropods IV on a diamond sword makes kittens explode.
I would like to see them do something in between block heights 128-256, at the moment it's a baron wasteland up there. Terrain doesn't generate, mobs don't spawn. It just feels empty and in need of an addition of some sort. Also I have to agree with MINER NOT MINOR and say that aquatic life would be awesome with a few new mobs (maybe a passive one and an aggressive one).
-finishing npc's AI (tradeing, quests, repairing etc)
-fix lag issues
-add the final disk
-more world genoraton types (espeically the old indev maps like snow (it always snowed), paradice hell, etc)
-more world options (weather toggle, time toggle, mob toggle)
-add more potions and potion effects.
-give the enderdragon egg a use
-the old blood moon idea instead of zombies being able to break down your door any time.
-visible fish
-maybe add a couple more boimes
-and new biome specific mobs
-stop removeing herobrine
-capture the flag mode that got talked about ages ago
- a practical use for laptis
-the new desert textures being used in something (proberbly like a stronghold with mummys in it)
-a way of getting "11"
-new noteblock sounds
-scorpions so the ban of anthropods enchantment isn't so useless?
-the scare crow jeb wanted to add awhile back
-craveable pumpkins
-underwater content
- nether brick half slabs and gates
- storage block for redstone like iron, lapis etc.
This, please. I don't do a lot of huge, complicated builds, but I do dig my vanity blocks, and red wool just isn't quite the same.
Why yes, my floor IS lapis blocks...hey, why are you looking at it and getting your pick out?!
Also, in response to the person with the stronghold commentary above....yes please! Even just the protection from being sliced to ribbons by ravines...
Altoholic (it's a WoW addon) style inventory management would certainly be rather nifty if it could be implemented without causing uberlag, as well.
This is pretty simple, version 1.3 should be a 100% bug fixing and optimization release only. There should be nothing else added untill we're on a more stable and optimized base.
They should even talk to the optifine guys and have most of their work become an official part of minecraft. That mod is worth it's weight in gold.... Or maybe diamonds in this case :-)
--I was going to say, "They are finished with villages," but totally forgot about the villager classes.
I can't wait to gate off a village and transform it, then put certain villager classes in shops and things and them actually have different uses.
I think they should also deliver on the other promises too: Nether boat, writable books, ocean content, red dragon...
I am also expecting the advent of new generated structures, and perhaps new challenge mobs.
Then again, maybe they've been adding new content that ties the loose ends, just look at ocelots, the counterbalance to the wolf.
I swear though, if they don't fix that dragon soon, I'm going to spam them.
I'm afraid to add it to the bug list, because I can't test it for the newest version. I don't have an End file.
Do you? Could you check, is it still bugged?
Added to the bug list.
I'd like to see more biome specific mobs and items - encourages more exploration and world expansion.
More development focus on the Sea and perhaps sea life.
Deeper Fishing mechanics and actual in-game fish (not only and necessarily the same exact fish as the Fish item but variations).
Deeper expanded Farming mechanics.
An option to assign Sprint to a damn key instead of mistakenly triggering it every time I want to inch forward without holding Shift.
Villagers receive a visual over haul. They are not charming nor match the rest of the quality of the game in my opinion.
These mobs don't do enough in the game.
-finishing npc's AI (tradeing, quests, repairing etc)
-fix lag issues
-add the final disk
-more world genoraton types (espeically the old indev maps like snow (it always snowed), paradice hell, etc)
-more world options (weather toggle, time toggle, mob toggle)
-add more potions and potion effects.
-give the enderdragon egg a use
-the old blood moon idea instead of zombies being able to break down your door any time.
-visible fish
-maybe add a couple more boimes
-and new biome specific mobs
-stop removeing herobrine
-capture the flag mode that got talked about ages ago
- a practical use for laptis
-the new desert textures being used in something (proberbly like a stronghold with mummys in it)
-a way of getting "11"
-new noteblock sounds
-scorpions so the ban of anthropods enchantment isn't so useless?
-the scare crow jeb wanted to add awhile back
-craveable pumpkins
-underwater content
there's a ton he could do/has to do.
This, please. I don't do a lot of huge, complicated builds, but I do dig my vanity blocks, and red wool just isn't quite the same.
Why yes, my floor IS lapis blocks...hey, why are you looking at it and getting your pick out?!
Also, in response to the person with the stronghold commentary above....yes please! Even just the protection from being sliced to ribbons by ravines...
Altoholic (it's a WoW addon) style inventory management would certainly be rather nifty if it could be implemented without causing uberlag, as well.
They should even talk to the optifine guys and have most of their work become an official part of minecraft. That mod is worth it's weight in gold.... Or maybe diamonds in this case :-)
Optimization.
Modding API.
Above ground ruins and stronghold entrances.
Better implementation and blending of generated structures (including more intact strongholds).
More Nether content.
Desert mobs/villages/ruins.
and an added use for useless items that build up exponentially.
IndustrialCraft has a recycler, maybe we can burn useless items into a fuel source?
IGN: Biscot
https://www.twitch.tv/moxz - Various games.
I can't wait to gate off a village and transform it, then put certain villager classes in shops and things and them actually have different uses.
I think they should also deliver on the other promises too: Nether boat, writable books, ocean content, red dragon...