Why?
Minecarts have always been clunky, and are very overdue for an overhaul.
Changes
While I am going to propose new minecarts, I first want to make some changes to the current system through which minecarts work.
Improve Minecart Physics
One of the reasons the minecart system has always been clunky is the fact that both players and other minecarts can pass through minecarts. This should be changed to make minecarts easier to manage and more predictable. Minecarts should now be "solid" as boats are; walking into one is akin to walking into a block, and you are able to stand on them. Similar to cauldrons, you can stand inside a minecart.
Minecarts should also follow this rule when colliding with one another, meaning two minecarts can't pass through each other. When two minecarts hit each other, they should also not get more reaction momentum than action momentum. At the moment, a slowly moving minecart can make another minecart go very fast with just a small touch.
Improve Minecart Speed
According to the Official Minecraft Wiki, boats have the same speed as minecarts. While boats do have a decent speed for a vehicle that is placed down and used immediately, this speed should not be equivalent to that of a vehicle that requires a preliminarily-built track to work.
What I am saying is that minecarts should be faster. Once built up to full speed, minecarts should travel at twice the speed that they currently do. For those who think this would be overpowered: minecarts are already this speed on the Legacy Console Editions.
Make Rails 3D
This is obviously much less of a priority than the previously mentioned changes, but I still think it should be implemented. The game actually has support for 3D rails, and there are even resource packs that make this change. So, why not add it to vanilla? This would of course be optional, and could be configured via the setting called, "Rails: Fast/Fancy."
Increase Rail Output
Now this is something that is definitely high priority. At the moment, these cost one gold ingot per rail excluding the cost of sticks and redstone. This sounds reasonable, but it's still pretty expensive for players who don't have a gold farm. Thus, the output should be changed from 6 powered rails to 8 powered rails.
Chunk Loading
This might be one of the most important changes to minecarts. When they are moving, they should load chunks. This would mean that you can send a minecart off and it would continue moving and loading chunks until it stops. Unlike how players load many chunks surrounding them, a moving minecart would only load 5 chunks at a time: the one it is in, and the four chunks that are directly surrounding them.
Because this could cause serious lag issues on servers or custom maps that use lots of moving minecarts, there would be a gamerule you could use to disable or enable minecart chunk loading:
/gamerule doMinecartChunkLoading true
/gamerule doMinecartChunkLoading false
"Splat!"
When a player or mob is hit by a minecart that's moving quickly, it takes damage. The minecart will also slow down slightly.
Linking Minecarts
This is one of the most asked for features, and I am sad Mojang still hasn't put it in the game. Minecarts should be able to be connected with leads. Simple as that.
New Minecarts
Dispenser & Dropper Minecarts
These are crafted just how you would expect. Just like actual dispensers and droppers, these minecarts can be placed in any orientation. They have an inventory of 9 slots, and are activated with a powered activator rail.
Redstone Block Minecart
Crafted with a minecart and redstone block, the redstone block minecart powers adjacent blocks. The blocks that get powered are:
• The block placed directly above the rails
• The blocks on either sides of the rails
• The rails themselves
This means that you can link up redstone block minecarts to your minecart train and they will power the powered rails!
Locomotive Minecart
(The current furnace minecart would now just be used for cooking items.)
Just like the normal minecart, it can be ridden by players. However, it requires fuel to move. You can get it to start moving by right-clicking on it with fuel. Each fuel powers the minecart for half as long as the fuel lasts in a furnace. The locomotive starts out very slow, but its speed can be increased by giving it more fuel while it is moving.
The maximum speed of the locomotive is 3 times the current maximum speed of minecarts, meaning it would be 1½ times that of the new maximum speed.
Locomotives would be balanced because they require a player to keep putting fuel in to ensure the locomotive keeps on going. Also, when a locomotive is traveling at a speed greater than the new max. minecart speed (so more than 75% of its own maximum speed) it explodes when crashing into blocks or other minecarts, and will even derail at turns.
Cow Catcher
Cow catchers are able to be placed on any minecart (including locomotives, of course) via right-click and do extra damage and knockback to any mobs or players on the tracks.
They also prevent minecarts from slowing down from hitting mobs/players.
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Special Thanks To:
AaronBlader12 for the idea of redstone minecarts
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Tbh I like your list but the polearms and some ranged weapons. I'd like lance and halberd to be kind of "modification" for spears, for example lance dealing more damage to unmounted units and halberd also getting the 30% penetration, of course, at cost of speed. But I do like the concept of +2 reach range.
Crossbows could be actually harder to draw than bows, and should fire higher accuracy, more damage and knockback rounds, behaving as a sniper weapon in Minecraft. Assuming we're talking European crossbows(Notch is swedish), not repeating Chinese ones. Crossbows would serve as the anti-armor ranged weapon.
Pistols, Muskets and Blunderbuss... let's just not. IMO a Blowgun would be better because this is early mediavel theme. We aren't going to add a Nanite generated laser cannon either. Blowgun might serve as a really effective weapon to deliver poison and weakening, maybe even blinding effect. Could be a debuff weapon, or a weapon that is great against unarmored or lightly armored targets(efficiency drop per same unit of armor is significantly bigger than that of a bow).
Rocket launcher (not what you imagine - think of MLRS) - is crafted from wood, and is a stationary weapon much like Cannon, and has 9 chambers to be filled with firework rockets. Could be redstone powered and probably even controlled.
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Horses provide mobility advantage, but it comes at a cost of its own(big target size and reduced maneuverability around terrain) - so I agree we need cav update. IMO horse fighting is just bland and boring, much like MC combat always was.
I kind of want heavy two handed battle axes, 2h swords, spears, lances and halberds added for better uses both as the horseman and as the anti-cavalry infantry(think of spearmen)
IMO combat should get an update in general, with crossbows, harpoons, blowguns and other custom weapons. Maybe we could think of some tribes that worship some gods and make their unique weapons, too.
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I know that you're trying to make large oceans friendlier for boat users, but maybe in a different way?
Enchanting wouldn't make much sense, so there should be something else. And here it is: Engines.
1. Firework Rocket boat.
You strap 2 firework rockets to a boat and they give you 20% more speed for 3 minutes.
2. Small Steam Engine
You put a furnace and a pickaxe(as rotor shaft) in a vertical line, and above them you put 3 iron ingots acting as propeller. Gives you 8% speed boost, and it will be powered for (Amount of items burned by the fuel) minutes, for instance, 2 Wood planks will power you for 3 minutes, a Stick would power you for 30 seconds, and Coal piece would power you for 8 minutes. Ultimately, lava bucket could power you for hours!
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This is awesome. Way to revive minecraft!
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makes a box between 2 points - x1-y1-z1 and x2-y2-z2(just like in /Clone if object is being cloned). Then,
Axes:
(Picture wasn't created by me, but by it's respective owner.)
Defines axe.
Degrees:
90 degrees.Turns counter clockwise
180 degrees. Reverses
270 degrees. Turns clockwise.
Why it shouldn't be a mod?
Best used with /clone command for machines and robotics!
This little robot definitely should turn around and ghast ball a village!
(dunno why but it always throws me an error when I create thread in "suggestions" section.
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New (colors suggestions):
Diamond block: cyan, gold block: golden, iron block: silver, emerald: green, also use stained clay and etc.
And slime block. So it will have alot more colors.
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+1.
Also, Demolitioners should build TNT Cannons too.
1
Well, thank you, but damaging snowballs aren't nesecarily thrown by snowmen.
I want to add different effect to snowballs, for example if you name a snowman "Tank", the snowman has high health, resist and regen and his snowballs are simply damaging, but when I name a snowman "Exhaustor", the snowman has a ball which not only damages but also hungers enemy.
I want to have following snowmen types:
Tank(high HP, regen, resist, low damage, heals+regens undead, player, snowmen)
Drainer(medium HP, high regen, poison+damaging snowballs)
Snowman(without name)(low HP, medium damage, heals undead, player, snowmen)
Freezethrower(high HP and regen, Slowness VI snowballs(!))
Reductor(high HP and regen, Dullness VI snowballs(!))
Snow Cannoneer(High HP and regen, Damage III within 4 blocks to mobs, Heal VI to player, fellow snowmen and undead)
Approach-less(High HP and regen, Damage, Slowness and Jump Supression snowballs)
Actually I want to mount them on bat and make "Fighters" which are patrolling(or rather flying randomly) area to destroy any hostile mob in area.
Now I haven't server so I do it in creative
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I think that it's name "Ender Quarter" is fine.
End itself needs some expansion, likely, to relieve all the dullness of the End. Fight the dragon and that's all? Nope. Find a structure full of Ender Quarters(a reason to visit End once again)? Yes
+1.