I have a plethora of suggestions to share today and in the next coming days that I have been writing up over the last month. However, following rules against wishlisting, and the limits of a new thread every 10 minutes, I will be releasing them slowly. This thread links to all of the 40 or so threads I want to make, and when referencing one thread or another, I will link to this thread instead as an intermediary, and put the links to all threads here as I make them, thus the need for the topic to make it reasonably easy for me to connect all of these ideas to each other over many different threads in the next days or weeks.
In fact, I would request Sunperp, Lord Ralex, and any other mods for this section to lock this thread but allow me to PM them to edit in the links later on.
I have not fine-combed all my ideas yet, but these are all of them and I will not add more nor remove any, except to combine them with other suggestions on this forum.
These suggestions amount to 1 to 2 entire major updates on their own, despite introducing minimal new material. They heavily re-use existing and abandoned concepts.
I understand this is highly likely to be locked, but I feel that these ideas are both easier on Mojang's end than brand-new stuff and many of them are desired by fans.
Here are the categories:
GAMEPLAY
-Needing to change clothes or 'shower' via running water blocks or water cauldrons, consuming water in process
-Sponges help players stay clean, and wet sponges are now very rare drops from guardians
-Needing to drink water once a day - buckets are okay, but risk getting you sick, use actual water bottles for safety
-Introducing 'crawling' to navigate one-block areas, like flying or swimming, but hunger cost is exponential growth over time
BLOCKS
-Beds can only be used while not under direct sky and surrounded by blocks that do not generate naturally as 'nature' in the world
-Crying obsidian, which is made from ghast tears, obsidian, and a rare bedrock-based plant
-Chains, which are metal ladders and only obtainable from living pigmen
-Gears, which are aesthetic and are obtained from living pigmen, and used to make stonecutters
-Advanced customizable brewing stands - it is to common stands as anvils to crafting tables, and found in 'netherholds'
ITEMS
-Improvements to eggs and cooking them
-Clothing
-Spawn eggs in survival, and crafting recipes
BREWING
-Potion recipes for XP, lava, milk, water, thick, and mundane potions
-Rotten potatoes and eggs, and brewing with them
-Making potions of blindness, hunger, glowing, haste, saturation, decay, luck, and XP brewable
MOBS
---BOSSES AND RARER MOBS
-Witches are neutral, can remove their hats, have taller huts, and can trade raw potion materials in lieu of killing them
-Reviving or spawn-egging human-like undead mobs into 'monster', 'Rana', 'Steve', 'Black Steve', and 'Beast Boy' mobs
-Bringing back the red dragon - a boss-fight scenario based heavily off the enderdragon and wither, but shorter and harder
---SUBTYPES
-Mason villagers subdivide into lumberjacks, claymakers, glass-blowers, appliance crafters, and stone-workers
-Mad rabbits and how to turn a normal white rabbit into a mad one
-Changes to illusioner and illager beast drops
- Stray cats scare away mobs when they hiss at them
---REVIVING ALL THE UNDEAD (call this the 'reliving update'?)
-Reviving zombie pigmen into living pigmen, pigmen trading (like villagers), and abandoned pigmen villages (with the now-unused old village designs)
-Reviving phantoms, and the living form: 'steagle manta' (a portmanteau of eagles, seagulls, manta rays, and stingrays), and making phantoms harder
-Reviving wither skeletons, and the 'warrior villager' living form: a better but pricier guard for villagers, with unique trades as well
-Reviving horses, and integrating skeleton and zombie horses into the overworld surface at night as local difficulty goes up
-Balancing Drowned and the ocean- I will refer to the existing topic on improving ocean monuments for this one
-Giants, Drowned, Giant Drowned, and the revived Giant and how it would behave
BIOMES
-Skylands dimension via giants - a buffet world of floating islands type, nearly identical to the overworld, but with several major changes to biome and structure generation, and different portal behaviour rules
-The surface of the Nether bedrock layer, and bedrock tier armour, tools, and weapons, plants used to make them, and their major shortcomings
-Farlands dimension via red dragons and crying obsidian portals and the surface of the Nether, and Mob C from the 1.13 vote found in this dimension.
-Lava lakes in the Nether with stone layers around them with diamond, gold, redstone, emerald, and lapis; Mob A spawning in lava oceans
STRUCTURES
--- TEMPLES / SMALL NPC HOMES
-Iglooes and witch huts being revamped, and witches and black stray cats alongside them (in particular, letting witches use ladders, and calming cats)
-Pyramids and wells, and combining them to make them harder to find and loot
--- BIGGER NPC HOMES
-Raids - I have an existing suggestion for them, will make link once I'm finished this 'anti-wishlist wishlist' of a topic
-Woodland mansions spawning all types of illagers, making illagers and witches hostile to zombie villagers, and spawning both villager types in jails
-Villagers having and using more appliances and more secure or safe designs, allowing villagers to use trapdoors, fence gates, and ladders
-Outposts having more inside and around them
-Villages with unused, locked-off rooms, have loot in them of fairly high value 9e.g. blacksmiths in plains)
--- RUINS
-Ocean ruins and shipwrecks using barrels and Mob A in lieu of some chests and magma blocks, and making Drowned use their weapons smarter
-Buried treasure maps being more accurate
-Mineshafts being built to make the rail system more logical, stairways actually generating planks when in caves, plus loot in dirt room centres
--- CASTLES
-Strongholds having illagers in jails, with easily provoked golem guards, Mob C, and repairing strongholds while adding windows and artifacts
-Secret dungeon areas under stairways and atriums, which are currently unused, and cleverly hard to reach due to silverfish
-Nether fortresses- Mob D, artifacts, jockey spawns in the indoors, indoors generating first, lighting by lava or netherrock, and powder magazine rooms
-'Netherholds' - a mixture of New!Strongholds and New!Fortresses with End Portals and Mob D, C, and B almost entirely replacing the Blaze and others
When posting suggestion threads, you are only permitted to include one idea (or closely-related group of ideas) per thread. This thread contains multiple unrelated ideas and is considered a wish list, which is not allowed. Combining unrelated ideas into a single "update" suggestion does not make the ideas related unless the ideas themselves are all related to one another.
I have a plethora of suggestions to share today and in the next coming days that I have been writing up over the last month. However, following rules against wishlisting, and the limits of a new thread every 10 minutes, I will be releasing them slowly. This thread links to all of the 40 or so threads I want to make, and when referencing one thread or another, I will link to this thread instead as an intermediary, and put the links to all threads here as I make them, thus the need for the topic to make it reasonably easy for me to connect all of these ideas to each other over many different threads in the next days or weeks.
In fact, I would request Sunperp, Lord Ralex, and any other mods for this section to lock this thread but allow me to PM them to edit in the links later on.
I have not fine-combed all my ideas yet, but these are all of them and I will not add more nor remove any, except to combine them with other suggestions on this forum.
These suggestions amount to 1 to 2 entire major updates on their own, despite introducing minimal new material. They heavily re-use existing and abandoned concepts.
I understand this is highly likely to be locked, but I feel that these ideas are both easier on Mojang's end than brand-new stuff and many of them are desired by fans.
Here are the categories:
GAMEPLAY
-Needing to change clothes or 'shower' via running water blocks or water cauldrons, consuming water in process
-Sponges help players stay clean, and wet sponges are now very rare drops from guardians
-Needing to drink water once a day - buckets are okay, but risk getting you sick, use actual water bottles for safety
-Introducing 'crawling' to navigate one-block areas, like flying or swimming, but hunger cost is exponential growth over time
BLOCKS
-Beds can only be used while not under direct sky and surrounded by blocks that do not generate naturally as 'nature' in the world
-Crying obsidian, which is made from ghast tears, obsidian, and a rare bedrock-based plant
-Chains, which are metal ladders and only obtainable from living pigmen
-Gears, which are aesthetic and are obtained from living pigmen, and used to make stonecutters
-Advanced customizable brewing stands - it is to common stands as anvils to crafting tables, and found in 'netherholds'
ITEMS
-Improvements to eggs and cooking them
-Clothing
-Spawn eggs in survival, and crafting recipes
BREWING
-Potion recipes for XP, lava, milk, water, thick, and mundane potions
-Rotten potatoes and eggs, and brewing with them
-Making potions of blindness, hunger, glowing, haste, saturation, decay, luck, and XP brewable
MOBS
---BOSSES AND RARER MOBS
-Witches are neutral, can remove their hats, have taller huts, and can trade raw potion materials in lieu of killing them
-Reviving or spawn-egging human-like undead mobs into 'monster', 'Rana', 'Steve', 'Black Steve', and 'Beast Boy' mobs
-Bringing back the red dragon - a boss-fight scenario based heavily off the enderdragon and wither, but shorter and harder
---SUBTYPES
-Mason villagers subdivide into lumberjacks, claymakers, glass-blowers, appliance crafters, and stone-workers
-Mad rabbits and how to turn a normal white rabbit into a mad one
-Changes to illusioner and illager beast drops
- Stray cats scare away mobs when they hiss at them
---REVIVING ALL THE UNDEAD (call this the 'reliving update'?)
-Reviving zombie pigmen into living pigmen, pigmen trading (like villagers), and abandoned pigmen villages (with the now-unused old village designs)
-Reviving phantoms, and the living form: 'steagle manta' (a portmanteau of eagles, seagulls, manta rays, and stingrays), and making phantoms harder
-Reviving wither skeletons, and the 'warrior villager' living form: a better but pricier guard for villagers, with unique trades as well
-Reviving horses, and integrating skeleton and zombie horses into the overworld surface at night as local difficulty goes up
-Balancing Drowned and the ocean- I will refer to the existing topic on improving ocean monuments for this one
-Giants, Drowned, Giant Drowned, and the revived Giant and how it would behave
BIOMES
-Skylands dimension via giants - a buffet world of floating islands type, nearly identical to the overworld, but with several major changes to biome and structure generation, and different portal behaviour rules
-The surface of the Nether bedrock layer, and bedrock tier armour, tools, and weapons, plants used to make them, and their major shortcomings
-Farlands dimension via red dragons and crying obsidian portals and the surface of the Nether, and Mob C from the 1.13 vote found in this dimension.
-Lava lakes in the Nether with stone layers around them with diamond, gold, redstone, emerald, and lapis; Mob A spawning in lava oceans
STRUCTURES
--- TEMPLES / SMALL NPC HOMES
-Iglooes and witch huts being revamped, and witches and black stray cats alongside them (in particular, letting witches use ladders, and calming cats)
-Pyramids and wells, and combining them to make them harder to find and loot
--- BIGGER NPC HOMES
-Raids - I have an existing suggestion for them, will make link once I'm finished this 'anti-wishlist wishlist' of a topic
-Woodland mansions spawning all types of illagers, making illagers and witches hostile to zombie villagers, and spawning both villager types in jails
-Villagers having and using more appliances and more secure or safe designs, allowing villagers to use trapdoors, fence gates, and ladders
-Outposts having more inside and around them
-Villages with unused, locked-off rooms, have loot in them of fairly high value 9e.g. blacksmiths in plains)
--- RUINS
-Ocean ruins and shipwrecks using barrels and Mob A in lieu of some chests and magma blocks, and making Drowned use their weapons smarter
-Buried treasure maps being more accurate
-Mineshafts being built to make the rail system more logical, stairways actually generating planks when in caves, plus loot in dirt room centres
--- CASTLES
-Strongholds having illagers in jails, with easily provoked golem guards, Mob C, and repairing strongholds while adding windows and artifacts
-Secret dungeon areas under stairways and atriums, which are currently unused, and cleverly hard to reach due to silverfish
-Nether fortresses- Mob D, artifacts, jockey spawns in the indoors, indoors generating first, lighting by lava or netherrock, and powder magazine rooms
-'Netherholds' - a mixture of New!Strongholds and New!Fortresses with End Portals and Mob D, C, and B almost entirely replacing the Blaze and others
When posting suggestion threads, you are only permitted to include one idea (or closely-related group of ideas) per thread. This thread contains multiple unrelated ideas and is considered a wish list, which is not allowed. Combining unrelated ideas into a single "update" suggestion does not make the ideas related unless the ideas themselves are all related to one another.
Locking.
- sunperp