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    posted a message on New Mob: Foxes
    Quote from Merry_Pippin»

    I've read another Forum with the suggestion for Foxes, and commented on it a couple of times too, but I haven't seen it getting anywhere. So I decided Why not try this for myself? So here's my idea for Foxes in Minecraft!


    New Mobs: Red Foxes, Grey Foxes, (Edit) Arctic Foxes and (Edit) Kitsunes. Hmm, ik it sounds like a lot, but there are a variety of different bunny textures based on biome so another fox would be the Fennec fox (it's very small) and would be interesting. I think that all foxes can be easily distinguishable from wolves if they have large, long, bushy tails like in real life.


    Spawn areas: Red and Grey Foxes have an equal chance of spawning in Forest Biomes; (Edit) Arctic Foxes spawn in Snow Biomes; (Edit) Kitsunes spawn in the Nether in and around lava. Red foxes in real life, live in a variety of different habitats. Plus, too much of mobs specific to a biome isn't good. Maybe red foxes could have a chance to spawn in a variety of biomes (within reason of course) but are a somewhat rarer..


    Items dropped by the Mobs: (Massive edit) Fur would be an item dropped by all foxes, while Kitsune tails would only be dropped by it's namesake, the Kitsune. You can use the Kitsune tails and fur to craft hoods. Put the fur in the normal five places you'd put for a regular helmet and the tails all along the bottom. This will make a regular Red Fox hood. Idk... The hoods seem pointless to me.


    Put grey dye in the center to get a Grey Fox hood.


    The Arctic-fox hood would have a block of snow in the center.


    The Kitsune hood would be crafted with Blaze Powder in the center.


    All hoods provide night vision when the player is within 8 blocks of any fox.


    Pelts would be a new decoration block. The crafting recipe would be three fur across in a crafting table, with the texture of it being randomly one of the five Foxes upon placing it down(Paintings anyone?). You can hang it on a wall or have it lying across the floor. I hate how paintings work. Ho would pelts be different from carpets? They should stand out a little bit more and be furrier (is that a word?) Provide an image please.


    Mob Behavior: Foxes would be scavengers by default, and when their around would attack Rabbits and Chickens,(Edit) and pigs if in groups of two or three. They should only eat rabbits and chickens They will pick up any dropped items they happen upon along the way, holding up to a maximum of one. The only way to be able to tame them would be to use Raw Rabbit or (Edit) Chicken. Each time you try has a 50% chance of working. They will run away from you if you don't have either of these items. I like this idea because even though foxes are more closely related to dogs, their behavior is similiar to that of a cats. (Edit) Perhaps only rabbit should be used to tame them. The chicken can work like how rotten flesh works for wolves. It heals them if your right click, and if it's healed to the max, it can be bred with another wolf.


    When tamed they will bring the items they pick up to the player and drop them before looking around for more. A unique idea.


    Edit: All untamed over-world Foxes will run away from tamed Wolves, forcing you to leave them behind if you're searching for a new pet. They will become passive to each other once tamed. makes sense


    Edit: The behavior of the Kitsune is very different from it's over-world counterparts, with it avoiding water(Which would cause it damage) and being aggressive towards Blazes. To tame it, you need Blaze Rods, with a 25% chance of taming it each time you try. It will not willingly enter the over-world without being tamed by a player. It will be neutral to all mobs in the Nether(Aside from the Blaze) unless they attack it or the player if they tamed it. This mob would take no fire damage. When in the Over-world, it will act like a regular Fox, though Snow Golems will be openly hostile to it, with it doing the same in turn.(Edit) When it bites a player, it sets them on fire. It should loose health in snow bioms.


    Edit: Mob Sounds: (New edit) The sounds of the foxes would be somewhere in the range of particularly 1:10 through 2:06.


    Mob Texture: For Red Foxes, I would go with the classic look of them having black paws, a red body, a white tip on their tail, and a white tuft of fur sticking out beneath their head on their neck and going along the stomach.


    For Grey Foxes, it would keep the white fur on the neck and stomach, while changing everything red to grey, with the exception of the fur lining the sides of the stomach, which would stay red; The tail would have a black tip instead of white, with the ears turned black as well.


    The Arctic Foxes would be all white fur, and have the same sizing as the Red and Grey Foxes.


    (Edit) Kitsunes would be a sort of Netherack color all over, with the exception of the regular white tuft at the neck and along the stomach, and have three tails instead of one.


    After being tamed, they would get Black Collars around their necks, which are dyeable just like Dog Collars.


    Edit: Leatherworker Villagers would trade 6-8 Fox fur for 2-3 Emeralds, and would give you one of the five fox hoods for 1-2 Emeralds. Leatherworkers relate specifically to leather. Perhaps a new villager called the trapper? It'd have the same skin as a leatherworker (similiar to how weaponsmiths, toolsmiths, and armorsmiths have the same blacksmith skin).


    So, tell me what you think, what you like, what you hate, all that jazz, and remember, #FOXESFORMINECRAFT


    Overall, a decent idea, but they are too similiar to how a wolf looks like to have such a completely differen function. Maybe they could be much slower and weaker than wolves, but they bring items back to the player.

    Posted in: Suggestions
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    posted a message on Wall Slabs

    Would be too hard to code. You'd have to redesign the voxel grid to have 8 mini-blocks to a unit instead of 2 half-blocks. Plus, wall-stairs would also be implied necessary for both concave and convex corners.



    What about stairs???


    As for the actual content itself, make it so regular slabs can be placed vertically by placing it on the the ground or ceiling. If it's placed on a wall, it would like regular slabs. The direction of the vertical slab is based on your position.

    Posted in: Suggestions
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    posted a message on [1.13] Idea - Alternative to wood

    I don't think an alternative would be necssary- in fact, it might be a negative chage. Mojang has made it clear that they don't want people living in the end or nether. Underwater wouldn't be much different.

    Posted in: Suggestions
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    posted a message on The Necromancer's Tower

    How would not having windows solve the problem. I think windows should be added.

    Posted in: Suggestions
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    posted a message on What would fix the combat in minecraft Java?
    Quote from SlipperyEJ»

    I’m sorta cringing reading all the pro 1.9 comments tbh. I don’t mean to come off as toxic but you guys really don’t understand 1.8. The speed you click has little effect, if any, on how skilled you are. I personally think they should make some sort of option for using 1.8 in the later versions. There’s only 1 big server that uses 1.9 combat and almost all other uses 1.8. Almost all of multiplayer still uses 1.8 over 1.9. I’m not here to trash talk 1.9 but I do prefer 1.8 over it and I would really like to see something in the later versions for the multiplayer community.


    The speed indeed has a great effect on PvE and gameplay overall in Minecraft. I like how you brought up servers (I hate when people do this). Assuming you're talking about Cubecraft (yet another minigame server) and your arguement is popular soveirgnity, you are sadly mistaken. Although these minigame servers are much larger than actual Survival Multiplayer Servers or Singleplayer worlds (SMPs), the people who play SMPs outweigh thsoe who play minigame servers. The reason for this is that Survival is better played with fewer people. This way you can know everyone and it's easier to regulate players who are x-ray hacking, griefing, or killing other players. I understand that those who spend their life playing on the same minigame servers over and over again are a large proportion, but 1.9 combat is preffered overall.

    Posted in: Suggestions
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    posted a message on Rank the Minecraft Updates!

    1. Exploration Update

    2. Combat Update (You forgot to mention the elytra, that's why I ranked it so high up)

    3. Update Aquatic

    4. Adventure Update

    5. The Update that Changed the World

    6. Trading Update

    7. Redstone Update

    8. Pretty Scary Update

    9. Horse Update (Lol terrible name)

    10. Bountiful Update

    11. World of Color

    12. Frostburn Update

    13. Jungle Update

    14. Super flat update (Slightly biased because I never play on superflat, but it is great for testing builds!)

    Posted in: Discussion
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    posted a message on Milking Do-Over
    Quote from fishg»

    CATTLE MILKING: Getting milk currently is extremely easy, and it quickly becomes a matter of whether you thought to bring it or didn't, rather than if you have the resources to obtain milk. Changing it up is a good idea.

    THE GOATS: New animals are great, but I think goats should have a better use. Instead of them occasionally dropping the cornucopia, how about just a regular horn? You then surround the horn with food, and when eaten the cornucopia takes into account the food in the horn and grants all the food at once? So, if you had one bread and one steak, you would get 7 hunger points. This has been suggested twice and sounds like a great idea so I added it. However, to mimick real life and nerf its powers, you can't add meat into the horn.


    DRINKING MILK: How about only goat milk gets the reduction? This would make each milk different and encourage the collection of both kinds. Cow milk resets, goat milk protects. Goat milk would be preffered more times than not. I don't know anyway to add this without being redundant.


    DAIRY FOODS: A lot these foods sound "memey". They technically fit in the time period of Minecraft, but I fear they will end up distracting. They also have strange uses imo. Very true. I changed them up.

    Cheese: This could work as an ingredient for "bigger foods" such as the cake. Cheesecakes would be redundant imo. However, I don't think a sandwich would fit. A sandwhich does sound memey but the decision involved in whether or not to sacrifice food points for time seems like a good way to add strategy in the late game. I also don't think mobs should be attracted to cheese- that's silly. I think a hard to find magical object would serve that purpose much better. True. I changed the uses. Similiar to soulsand, cheese blocks lower your jumping ability and serve as decor.

    Butter: Skydoesminecraft ruined it's chance of making it into Minecraft. Your concept of it helping in furnaces sound good at the surface, but wouldn't that mean you'd have to patiently wait for your coal to run out before using it? The butter acts like a bucket does when drying sponges in the furnace. Once you put it in, it will dissapear right away. This way it acts sort of like a nerf. You put a fuel in and then put the butter in. However, you can put a lava bucket or a block of coal to use all your butter at once. The butter doesn't effect the speed of when the coal runs out either, so it is a bit OP in that sense. You can't really make auto smelting systems with the butter because you have to have furnaces with fuel inside. The butter only works if something is smelting, you can't smelt with butter.

    Custard: I'm a bit apprehensive on the saturation affect, but it should be fine as long as it's hard to get. Custard has been nerfed to 40 seconds. Don't worry, no ones getting free ice cream without loosing their inventory space HAHAHAHAHAAH!!!1 >:D

    -------------------------------

    Responses in red. <-Indeed Overall I don't know if a dairy overhaul is needed, but there are certainly some interesting things here. I like goats, but am concerned with the "modern" foods present. We were taught in school very differently. I always thought of cheese and butter and sandwhiches as more of a midieval thing. Cookies and cake are somewhat "modern" as well. Partial support. Thank you for the input. Much appreciated.


    Edit: Well I guess quoting is glitched.


    Quote from fishg»

    CATTLE MILKING: Getting milk currently is extremely easy, and it quickly becomes a matter of whether you thought to bring it or didn't, rather than if you have the resources to obtain milk. Changing it up is a good idea.

    THE GOATS: New animals are great, but I think goats should have a better use. Instead of them occasionally dropping the cornucopia, how about just a regular horn? You then surround the horn with food, and when eaten the cornucopia takes into account the food in the horn and grants all the food at once? So, if you had one bread and one steak, you would get 7 hunger points. This has been suggested twice and sounds like a great idea so I added it. However, to mimick real life and nerf its powers, you can't add meat into the horn.


    DRINKING MILK: How about only goat milk gets the reduction? This would make each milk different and encourage the collection of both kinds. Cow milk resets, goat milk protects. Goat milk would be preffered more times than not. I don't know anyway to add this without being redundant.


    DAIRY FOODS: A lot these foods sound "memey". They technically fit in the time period of Minecraft, but I fear they will end up distracting. They also have strange uses imo. Very true. I changed them up.

    Cheese: This could work as an ingredient for "bigger foods" such as the cake. Cheesecakes would be redundant imo. However, I don't think a sandwich would fit. A sandwhich does sound memey but the decision involved in whether or not to sacrifice food points for time seems like a good way to add strategy in the late game. I also don't think mobs should be attracted to cheese- that's silly. I think a hard to find magical object would serve that purpose much better. True. I changed the uses. Similiar to soulsand, cheese blocks lower your jumping ability and serve as decor.

    Butter: Skydoesminecraft ruined it's chance of making it into Minecraft. Your concept of it helping in furnaces sound good at the surface, but wouldn't that mean you'd have to patiently wait for your coal to run out before using it? The butter acts like a bucket does when drying sponges in the furnace. Once you put it in, it will dissapear right away. This way it acts sort of like a nerf. You put a fuel in and then put the butter in. However, you can put a lava bucket or a block of coal to use all your butter at once. The butter doesn't effect the speed of when the coal runs out either, so it is a bit OP in that sense. You can't really make auto smelting systems with the butter because you have to have furnaces with fuel inside. The butter only works if something is smelting, you can't smelt with butter.

    Custard: I'm a bit apprehensive on the saturation affect, but it should be fine as long as it's hard to get. Custard has been nerfed to 40 seconds. Don't worry, no ones getting free ice cream without loosing their inventory space HAHAHAHAHAAH!!!1 >:D

    -------------------------------

    Responses in red. <-Indeed Overall I don't know if a dairy overhaul is needed, but there are certainly some interesting things here. I like goats, but am concerned with the "modern" foods present. We were taught in school very differently. I always thought of cheese and butter and sandwhiches as more of a midieval thing. Cookies and cake are somewhat "modern" as well. Partial support. Thank you for the input. Much appreciated.


    Edit: Well I guess quoting is glitched.

    Posted in: Suggestions
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    posted a message on Having an uncrafting mode

    I think materials should be salvageable, but planks give more slabs than what's needed to craft it. Two slabs can sometimes create a chiseled version of the block as well. A better way would be to place two slabs on top of each other and then break it to get a full plank back.

    Posted in: Suggestions
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    posted a message on Milking Do-Over

    Thank you for being patient. I have been very inactive lately. Update v.2 has drastically changed Dairy Production. I suggest reading throughout the entire thread to catch up.

    Posted in: Suggestions
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    posted a message on The Necromancer's Tower
    Quote from fishg»
    onospace]The Necromancer's Tower

    You are lost in a dense forest, with no sense of direction. As the sun sets, you spot in the distance a tall building. As you rush towards it, you realize this is no friendly outpost. This is the tower of the fearsome Necromancer. Nice build!

    The Necromancer was the son of a Witch, cast aside for his differences. He eventually made his way to the Illagers, where he was taken in as a brother. But as he grew older, his power reached untold heights. Fearing the worst, he was cast aside once more. The Necromancer now resides in his tower, where he practices the all-powerful “red magic”. You have been warned by the villagers on multiple occasions to never enter that dark tower. I like the original concept.


    Feeling adventurous, you approach the tower anyway. Suddenly, the transparent face of the Necromancer himself appears overhead! As you look around, you notice everything here has been affected by the red magic. You can’t break or place anything in this chunk until the Necromancer is defeated. You should get a potion effect that says "Red Magic" and has a logo of a iron axe and a brick block with a No symbol over it.

    The tower is separated into eight floors. You must fight through the first seven floors to reach the Necromancer, who awaits you at the top.

    You open the door and are met with the first floor. Two zombie spawners sit on opposite ends, but these zombies are… different. They have a red glow around them, indicating they are being controlled by the Necromancer’s magic. The two cages are protected by wooden trapdoors, you must open them before lighting the spawners up. I thought you couldn't place blocks. Maybe you should keep it that way for a greater challenge.

    After defeating the zombies, you climb the stairs to the second floor. Two skeletons spawners await you- good luck getting to one without being flanked! Again, you shouldn't be able to destroy/light up the spawner because that'd be no fun.

    Now you have made it to third floor. Look at all these chests! Each contain loot rewarding you for making it this far. In fact, you’re probably so excited about the loot you didn’t notice two cave spider spawners underneath! Once more, you shouldn't be able to destroy/place blocks. I'm guessing the necromancer is end game, and by that point, your armor will be so overpowered that making the challenge any less difficult will be no fun.

    After the cave spiders, you climb up the ladder to unveil a dark fourth floor. As punishment for his banishment, the Necromancer has kidnapped a Vindicator. Be warned- this vindicator has been tempered with by the Necromancer, now sporting twice the attack and health as he once did. The enhanced vindicator serves as a “miniboss” inside the tower, marking the halfway point. Why couldn't the vindicator have escaped down the whole. Maybe you should start on the other side and a chest full of loot will tempt you in the vindicators cell.

    After that tough fight, you might be thinking it’s a good time to rest. Think again! The next floor is the library, home to two illusioners. It’s about time these guys find a home. One illusioner is bad enough thank you. They can turn into like four illusioners! The illusioner is a miniboss as it is.

    Now that you’ve defeat the two illusioners, you find yourself at a…. dead end? There is no ladder or stair here to get up, only a hole in the celling. You need to find the secret chest hidden under the bookshelf (which are the only blocks that can be destroyed here) and find a Potion of Levitation. This unbrewable potion is only active for 10 seconds, so make the most of your time! Float straight up through the ceiling. I still think that blocks should be indestructible. Maybe there should be a redstone puzzle like the Jungle temple. Any other unique puzzles would be great.

    As you pass through the ceiling, a group of Strays are waiting to shoot you down. Dodge their relentless attacks and get to the seventh floor! Looks epic.


    You are now at the seventh floor, home to a single creeper spawner (note: mob griefing is disabled here). There’s a couple of chests with good loot. Should you feel comfortable, you can walk away with the treasure. Or, if you’re feeling extra risky you can proceed to the top of the tower and face the Necromancer himself. Seems right to me.

    The Necromancer awaits you patiently, but as soon as he meets you will be eager for a fight. The Necromancer prefers to stay away from the player, casting his dark spells from a safe distance. The Necromancer’s mastery in red magic has distorted his appearance, but tripled his abilities:

    1. Mob Mind Control: The Necromancer opens his arms like an evoker and summons from the depths of an innocent creature. It corrupts the mind, turning the regularly passive creature against you. It chooses a mob out of the following table:
    a. 20% chance of hostile cow. Copies the AI of a zombie. Seems weak for such a strong creature.
    b. 20% chance of hostile pig. Copies the AI of a spider. Seems a little bit unatural but it's fine.
    c. 5% chance of hostile snow golem. It should be noted the corrupted snow golem does not spread snow.
    d. 15% chance of hostile chicken. Copies the AI of a baby zombie.
    e. 15% chance of hostile horse. Copies the AI of pigmen- fast and powerful. Pigmen are slower in 1.13 (I'm guessing you mean the original AI)
    f. 5% chance of hostile wolf. Although it acts as if you attacked it, the wolf hosts its peaceful appearance.
    g. 5% chance of hostile villager. Now that’s plain evil. Copies the AI of vindicator.
    h. 5% chance of hostile iron golem. Worst of all, the golem is holding a rose as he unknowingly attacks you.
    I think all of the mobs above should have red eyes. Are polar bears, llamas, and turtles too cute for this "animal cruelty". I hate Mojang, but you should really add them to the list. 1. Turtle: Slow like an Iron golem and does as much damage as a pigman. It takes a long time to kill them. 5% 2. Polar Bear: Same AI as there hostile mode. 5%

    The mob is then spawned, in groups of 2-4. The ability is used every 15-60 seconds and is always his starting move. While he could summon the regular hostile mobs with their normal AI, the Necromancer wants the player to dread the fight. You will be forced to kill poor, helpless creatures trapped inside a web of deception. And there’s nothing you can do about it. The necromancer should never repeat the same animal unless it's gone through all of them.

    2. Player Mind Control: The Necromancer opens his arms again, but quickly lowers them, releasing a wither-skull size transparent red projectile. The projectile moves slowly but can turn to follow. Out run it for 10 seconds or trick a corrupted mob to walk in it’s path. Should you get hit, you are now under the Necromancer’s spell. Your controls have been reversed! W now goes backwards, S goes forwards, left click blocks, right click attacks. Each button has a “reverse” so even if you change controls in settings things will be different. This will last 10 seconds. The Necromancer tries this attack commonly, so always keep an eye on him. I assure you this will be horrible for people who changed there controls as much as me.

    3. Pet Corruption: The worst ability of all. The Necromancer raises his hands and begins to shoot a beam into the sky. This lasts for 6 seconds. You must attack the Necromancer to stop the ability, otherwise it will complete following 6 seconds. The beam will be sent to your home and randomly corrupt one of your own pets/golems. They are then summoned to the tower, and where you must fight them. Luckily, the Necromancer only tries this 1-3 times during a battle and can be easily stopped. This could be difficult to code and I don't really like the idea that much. Maybe any pets that you bring into the are will be corrupted automatically and habve red eyes similiar to what I said before.

    4. Teleportation: Not an attack, but if the Necromancer is ever knocked out of the window, he will immediately teleport back to the center of the tower with no damage taken. Or fly on a magic red cloud!

    If you’ve noticed, the Necromancer has no direct attacks. All his attacks revolve around manipulating other mobs to doing the attacking for him or messing with your controls. As such he is technically a passive mob, the first “peaceful” boss of his kind.
    The Necromancer has 40 HP, exactly twice that of the player. Yet most of the battle will be you against the corrupted mobs, with him at a safe distance. This makes the battle much longer than one would initially expect. The corrupted mobs do not drop anything and will actively jump in front of the Necromancer to avoid harm from their “master”.

    Upon death, all mind-controlled mobs and pets become passive again. The Necromancer drops a new, special item: The Red Orb. The Red Orb can be crafted with two blaze rods to create a Scarlet Scepter. Cool :)

    The Scepter grants the player to ability to dabble with Red Magic, without the dangerous consequences. When held, hold right click to unleash a transparent red projectile. When the projectile hits a mob, it will mind control said mob.

    The mind-control effect creates a red haze around the mob. The mob will fight alongside you, even when you accidently hit them. The effect lasts 5 minutes by default. If a second red orb is combined with the scepter, the scepter upgrades to 10 minutes. A third red orb can be added for 15 minutes. You’ll want to visit towers on multiple occasions. The mindcontrol should last 3 minutes no matter what.

    Firing a second projectile at an already controlled mob will release them from your deception. Mind-controlled creatures do not drop anything, to prevent farming. Smart! They should have red particles released when they are killed.

    The Scarlet Scepter has 640 uses. Adding 4 blaze rods will “repair” the scepter, adding 320 durability to an already damaged scepter (this cannot add past 640). This way you won’t have you constantly loot three towers but will still have to work to maintain your scepter. Blaze rods are one of the easiest items to farm whether it's manually or automatically. Perhaps you will need to find another red orb to repair it to its max state.
    The scepter can only mind control up to 5 mobs at a time. However, some mob minds are stronger than others. Some creatures require two projectiles, and some even require three. The strongest minds are not affected by the scepter at all!

    Weak-Willed Mobs- one projectile will do the trick.
    • All passive mobs
    • Zombie and variants
    • Skeleton and variants
    • Spider and variants
    • Creeper
    • Zombie Pigmen
    • Slime and Magma Cube
    • Silverfish and Endermite

    Willed Mobs- two projectiles are needed, this costs two points in the five-mob limit. Therefore, you can only have two at a time (along with one weak-willed).
    • Blaze
    • Guardian
    • Shulker (must hit the inside)
    • Phantom
    • Polar Bear
    • Dolphin
    • Wild Wolf
    • Vindicator
    • Villager

    Strong-Willed Mobs- three projectiles are needed, this costs three points in the five-mob limit, so you may only have one of these controlled at a time (along with one willed or two weak willed).
    • All tamed/utility mobs
    • Endermen
    • Ghast
    • Illusioner Add this one to the intelligent mobs.
    • Witch

    Intelligent Mobs- they are immune to the scepter.
    • Ender Dragon
    • Wither
    • Necromancer
    • Elder Guardian
    • Evoker
    • Any mob within the Necromancer’s tower

    If a player is hit by the scepter, their controls are switched for 10 seconds. This count as one point. This could be ruining for a battle, but if the targeted player has practiced with the reversed controls it will be merely a nuisance. Perhaps 5 seconds.

    Proud of your accomplishments, you rush to the nearby village to tell them what you’ve done. They are impressed and follow you to the tower, hoping to use its resources to improve their settlement. But upon return, you find the tower has vanished! All that remains is an open patch of grass… and a strange tingle in the air. It would be a shame to see such a wonderful tower dissapear. You should allow it to remain but you will no longer have the Red Magic effect.




    I have an idea for the scepter. If the projectile from the scepter hits a block or liquid (or painting/itemframe/boat?/minecart?) that block/liquid should be indestructible until it's hit again. If a player tries to destroy the block, red particles will be emmited from it. The player isn't allowed to place blocks on blocks protected with "Red Magic". Some would say this is overpowered, but with its expensive price, it would be a balanced way to add grief protection in Vanilla survival. Some blocks take away more durability than others.


    1: Obsidian

    2: Pickaxe blocks + glass

    3: Axe Blocks

    4: Shovel Blocks

    6: Shear Blocks + cactus

    7: Instant break blocks (TNT, Slime, etc)

    Posted in: Suggestions
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    posted a message on Stair recipe is actually pretty expensive when you think about it

    Suggest this on reddit so Mojang can take a look. Send me the link when and if you do.

    Posted in: Suggestions
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    posted a message on Small Cage

    Yeah, good idea. When you right click, the cage will work like a bucket. It will move the caged animal to another spot in the inventory and you will be holding the empty cage. Cages are stackable up to 3.

    Posted in: Suggestions
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    posted a message on Stair recipe is actually pretty expensive when you think about it

    I was planning on suggesting this as well so Full Support.


    This way making stairs is more convenient, realistic, and mathematically correct. I still believe that many othe rcrafting recipies should be fixed. I really don't like the fact that trapdoors and fences are made differently based on the material.

    Posted in: Suggestions
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    posted a message on Shield Biome

    Permafrost should damage the player unless they are sprinting.

    Posted in: Suggestions
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    posted a message on Small Cage

    Can you please elaborate? How would you capture the mob with the cage and how would such cage be crafted. Would be the exact same process as capturing fish in a bucket? If so, the cage should have a handle. I like the idea of a small cage rather than a large one.


    A cage could be crafted by 8 iron bars (none in the middle).

    Posted in: Suggestions
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