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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)

    The pictures don't load for me, all I see are white boxes with a gray outline (except the second image). It might be because I'm on mobile tho.


    It sounds great!

    Posted in: Discussion
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    posted a message on Hermit Mob

    You know what? I like this. It's balanced, useful, and cool. Support.


    A human NPC can easily become game-breaking, but this manages to avoid that. In fact, I think the hermit might be too weak! I propose:

    •If a hermit lacks both a mine and a farm, they are in the early game. They get a stone sword and bow with limited arrows. They whip out a shield if the player shoots an arrow at them.

    •If a hermit has only a mine or only a farm (50% chance of this happening) they get an iron sword and bow with many arrows. They occasionally have iron armor.

    •If a hermit has both (25%) they get a diamond sword and bow with poison arrows. They occasionally have diamond armor. Chests do not change they are balanced as is.


    The main point for this is so the hermit is a genuine threat. Better to build your own house then go to them on the first night. I'd up aggressive hermits to 20%, and change the way the others are neutral. If you as much open a chest or furnance in their house, they will attack you.


    When the player is loading the chunk home to a hermit, I think they should act a bit more natural. They will replant crops and attack hostile mobs. At night they may stay outside should they have diamond. This only occurs if the player is nearby. Zombie invasions occur to prevent players from moving into hermit homes.


    Next, I think the hermit should have a "trust" meter similar to village popularity. At first they watch the player with skepticism, but for every 8 monsters you kill near the hermit the more they trust you.

    0: Hostile

    1: Don't even think about stealing

    2: Look but no touching

    3: You can sleep here

    4: Take this gift (randomly drops an item)

    5: You can take my stuff, I trust you

    6. Hey, don't hit me again

    7. Check out my inventory (acts like a chest)

    8. Let's work together


    Should you do any of these before you reach the level where it is acceptable, you'll lose 2 points. Attacking the hermit will automatically put you at 0 (except for 6, where hitting them twice puts you at 0). Give a golden apple to a hermit at 0 will put them to level 1.


    In this way, the player can form "alliances" with hermits inspired by the current villager system (though more useful than better trade deals). With level 8, you can destroy their bed and they will follow you to your base (where you must place their beds for them to "move in"). The hermit-ally won't directly serve you, but they will randomly go out hunting and tend to your crops. This gives them a much needed use, although you will need to put in some time before they agree to ally.

    Posted in: Suggestions
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    posted a message on Combining Anvils, and Wither Skeletons Spawning in Shipwrecks

    I suggest you remove one of these and make a separate thread for it otherwise this will be locked for wishlist.


    1. I don't think combining anvils make sense. Maybe instead adding 5 iron ingots around the partially broken anvil will heal it?


    2. Wither Skeletons only spawn in the Nether to make the wither a Nether boss. If they spawned in the overworld of would make much sense for the wither (who is loosely inspired by Satan btw) to drop a Nether star.

    Posted in: Suggestions
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    posted a message on Dark Lair (Or Giant Cave)

    Why does a giant bat drop th membranes of a Phantom anyway? I suggest a unique drop with a unique use fitting to the unique mob.

    Posted in: Suggestions
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    posted a message on Reality and Futuristic Updates?
    Quote from TheAmputators»

    I see what you mean by your replies to each of my sentences, and I never thought of something that would actually be hated by people and reply to me aggressively. Im stunned and feeling guilty now that I have seen this reply...



    You're getting hate and criticism confused. Do you really think you were the first person to think, "Minecraft should be modern"? It's been done many times in depth by mods or other suggesters. Mojang has purposefully not become modern or edgy: for Minecraft is a timeless game.


    C1ff, Master_Bw3, and almost everyone else here believe adding cities and guns just wouldn't fit with the fantastical creative nature of the game. They do not hate you, but think your ideas are better suited for a mod.

    Posted in: Suggestions
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    posted a message on Most Viewed Post on the Minecraft Forum?

    We should make this the most viewed thread.

    Posted in: Forum Discussion & Info
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    posted a message on Dark Lair (Or Giant Cave)
    Quote from UnbidOmnivore»

    The Dark Lair (Or Giant Caves)

    Admit it. We all want a flying mount. I don't. Yes, there are elytras, but it still would be awesome to have. That's an opinion, doesn't support your suggestion. That's why I have made this suggestion. Please, enjoy, and comment your thoughts and suggestions below.

    The Giant Bat

    The Giant Bat is, as the name suggests, a giant bat, retectured from a normal bat. I am assuming your mean retextured. Retextures cannot change the size of a mob. Instead this would likely be an enlargement of the model. With a wingspan of 4 blocks across(2 for each wing), this colossal beast is the lord of the underground. Unlike its smaller brethren, it can attack you, although it does very little damage amounting to about 1 heart, not counting armor. However, to make up for that, it has a top speed twice that of a sprinting player, and usually dives at the player before attacking. This is absurdly fast. Its health is 25 hearts, and it is weak towards fire damage and will avoid sunlight. enter combat as soon as the player enters;


    The Giant Cave (or dark lair)

    The Giant bats lair, containing many bats(comment how many). Looking like the caves you find in Anthem, this huge place is covered with bats, bats, and bats ex food(bone blocks). The giant bat will attack once the player enters this new structure(yes it is a generated structure), and will stop once the player leaves. The giant cave will be connected to other cave systems, meaning players could stumble upon it randomly while spelunking. It will spawn about 50 blocks below sea level. How common is this? I think it would work better as a biome than a structure.


    Taming the Beast

    Once you have damaged the large bat to where is has about 4 hearts left, it will fall to the ground(not taking fall damage), and it won't get up nor move. You are presented with two choices.

    1. You can choose to kill(you monster) and receive a drop of 4-10 leather(100%) and 0-3 phantom scales(40%). What are phantom scales? Or, you could choose option

    2. You can feed it raw meat(1-10, 40% chance of success until 10, where it is guaranteed), and it will begin to crawl around and not attack you. You can then start the regular taming process(You climb, it bucks you off, repeat.) Then, it will become your own flying mount. So let me get this straight- all I have to do is stumble upon a giant cave, hit the bat 8 times, and feed it meat to get a flying monster that is far superior to the elytra (which requires killing the dragon, traveling thousands of blocks in the end, and fighting levitating shulkers).


    A Whole New World

    The Giant Bat will now follow you around like a dog. It has four modes, crawl(default), stay, hover, and fly. While in crawl mode, it will bend its wings and can fit in any gap the player can. In stay, it will be in crawl mode, but will not follow you. Hover will be activated if you get off of the bat while riding, or if you right click it twice rapidly. It will then go fly around in a 15 by 15 by 15 square, the center being where hover was activated. Fly is fly. Right clicking it while it is in any mode will make it go into fly mode. Why would I need hover mode when I can have it fly faster than the speed of a boat?

    Riding the giant bat is simple. You just mount it with a saddle and you're off!

    Unless you're riding in daylight, in which case, you will fall off of the bat and it will flee to the nearest shaded area.

    This can be avoided by armoring it with bat armor. It can be crafted by placing leather in every corner except the top two corners of the crafting table. Bat armor will also give your giant bat two armor points. The bats can also be given a chest, and will carry as much as a donkey would.

    Bats can also be named with name tags. Bat armor sounds straight out of a mod.


    In my opinion, a flying bat would be a unique cavern miniboss. But I think the reward should be a unique drop instead of an overpowerd flying mount.

    Posted in: Suggestions
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    posted a message on New mobs and systems (maybe out of reality)

    This would have a gargantuan impact on the game. I think it's unlikely for kingdoms, quests, and orcs to ever be added to vanilla. It would make for an epic mod.

    Posted in: Suggestions
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)

    I think each of the large packs should have smaller "additions". When you download said pack it will ask you if you want the additions (by default they are yes).


    For example, the Aquatic Pack would have a Sailing Addition. The Nether Expansion Pack would have a Nether Civilization Addition.

    Posted in: Discussion
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)
    Quote from steam66»


    The Aether could be deleted if people feel it's totally unnecessary, but some features (e.g. Prism Glass and Floatsand) are quite interesting to me at least. The "floating islands" emphasis could be worked on more heavily; since Cubic Chunks is a suggestion on the concept sheet, perhaps the entirety of the Aether could in fact be part of the Overworld, simply generating at a very high Y. (though personally I prefer the idea of teleporting to it once you reach max Y level).


    Certain Aether features could be ported over to the Frist. There's also 128 layers of just air in the overworld- maybe that could use some content. I think we should keep the Aether compatible to the revamp, but not a full "part" of it.


    • The Lava Kraken is excellent and should be super easy to add (the code already exists). How about a name change to Nether Leviathan?
    • Cerroz's ancient zombie is a great suggestion, however, I wonder if it is irrelevant now with the addition of Husks. Maybe we could just mod Husks to have the curse effect instead.
    • I think Weaponized Rockets and Muskets clash, we should choose one
    • Hot Air Balloons sounds very difficult to code, though I don't know. I think we should create a simple thread on the mod requests subforum asking for potential modders on the project (just to see how many people would be interested.

    Adding to the List:

    Traverse and NetherEx are good vanilla+ mods for inspiration

    Posted in: Discussion
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    posted a message on We need sharks.

    As long as shark strikes do not actively pursue the player (leading one to "clean" the environment of hostiles like they would giant spiders) they should be fine. Sharks also shouldn't have a drop.

    Posted in: Suggestions
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    posted a message on We need sharks.
    Quote from Romaq»

    The only way you can use some things like Item Bound is with Optifine, a mod. Since Mojang said "no" to sharks, mods are your only bet. Forge tries to be really easy to install, but if Forge is just too much for you, try Relics of the Privateers: That may be more your pace, and while you don't see them in the trailer, there are sharks aplenty.


    Just because there's a mod doesn't mean it shouldn't be added to the base game (see: mo' creatures horse). The original poster can make a thread for his idea on the mod requests subforum if we wanted it as a mod.

    Posted in: Suggestions
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    posted a message on We need sharks.
    Not to sound like PETA, but sharks should not, under any circumstances, be hostile. You are more likely to die from a falling coconut than be eaten by a shark. All hostile mobs so far are monsters (inherently evil by design), they are not real life animals. Adding an evil shark would reinforce the shark=monster mentality on children many groups are fighting against. An animal should be passive (cow) or neutral (polar bear).
    Posted in: Suggestions
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    posted a message on Collaborative Suggesting- The Frist Dimension (all welcome)
    I went ahead and fixed how Tundran alliances work.
    Quote from Wolftopia»

    Epic. I love all of the ideas you've presented here. My only suggestion is that maybe some time (4 or 5 minutes) should be taken from red-day and given to nighttime since nighttime is only a 26th of the time of the entire day/night cycle.


    I also have a few ideas to put on the table, two of which are somewhat related to this:


    I guess more time could be added. Unlike day and night in the overworld, blue-day and red-day will be long periods of time, so you get to do everything you want in each. I wanted to make nighttime is a blink and you'll miss it period. If you go mining you would even realize it was night until you come out.


    1. That Frist planet texture is nice and it would be a shame if we didn't use it. We still haven't decided on how to get to the Frist, but maybe when you re leaving the overworld the planet appears in the sky. Vice versa for going back.


    2. By solar flares, I assume you are suggesting launching fire onto the ground very rarely. I think fire is more of the Nether's thing.


    3. I'm not too sure with this one. The only random event I can think of is gear mobs "invading" a certain biome for a day.


    The poll has closed with a 2-4 vote. Shivern wins and is hereby the name of the plant the Wintry eats. Frostlength, the tribe has spoken.

    Posted in: Discussion
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    posted a message on Collaborative Project: The Minecraft Community Revamp! (Fall and Fauna Out! 5/26/19)

    I'd like to obtain the floor and put forth a motion officially adding the following proposed suggestions to the project:


    • Aether and New Nether (GerbilCrab475)
    • Ant Dungeons! Found in Mesa Biomes (joshosh34)
    • Food and Hunger Overhaul (C1ff)
    • Fishing Overhaul (fishg)
    • Faunatic Update (Skull023)
    • Albino Mobs (coolcat430)
    • Ocean Improvements parts 1-3 (Wolftopia)
    • Crimson Forest (GreasyTroll4)
    • Detailed Nether Villagers (0_Zippy)
    • Magmafin (Cerroz)
    • Hot Air Balloons (APlotdevice)
    • The Upper Caves (Axoladdy)

    Each of these can be discussed and debated individually. After a majority vote it will be added to the curated suggestions list. You can find links to the threads in the document.

    Posted in: Discussion
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