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    posted a message on 9 New Animals!
    I went to the zoo a few days back, and decided Minecraft would be better with more animals! They would make exploring the world more dynamic.

    So, without further ado, here are nine animals that could be added to Minecraft!

    THE ZEBRA
    Spawns in: Savannahs (common)
    Zebras are closely related to horses, sharing traits. Zebras can be tamed like horses and ridden. Zebras don’t add much to the game but do provide nice biome diversity. They have 15-30 health points.

    THE GIRAFFE
    Spawns in: Savannahs (uncommon)
    The Giraffe also spawns in the Savannah, typically in small packs. The Giraffe is a staggering five blocks tall, however, they can bend their necks downward to fit into a three-block space if necessary (at the cost of then being four blocks long). They have 30 health points.

    Giraffes spend most of their time eating the leaves off trees. Upon consuming a leaf, a sapling or apple may fall off. A smart player could use Giraffes as means of farming these items via hoppers.

    THE FLAMINGO
    Spawns in: Jungles (uncommon)
    Flamingos are uncommon, but they do spawn come in great herds of a dozen-plus. Typically along lakes. Like pandas, they have two emotions: passive and arrogant. The arrogant ones flap their feathers angrily whenever you enter to intimidate you, but even they do not attack.

    Flamingos have 8 heath points and drop Pink Feathers. Pink Feathers can be crafted into Pink Arrows, which deal twice the damage as a regular arrow. The catch is they are twice less aerodynamic, only reaching limited distances.

    THE HIPPO
    Spawns in: Jungles (rare)
    Hippos are the most dangerous animals in the world- making them technically hostile. They spend most of their time in the water but may occasionally go onto land. When this happens, it is critical you do not approach them in a three-block radius, or else they will feel “threatened” and charge at you once, dealing 10 hearts of damage. After being attacked, the hippo will return to its prior position and you should not mess with it again.

    Hippos add some danger to the wild jungle, ensuring you look where you are going. With 50 health points, it is unlikely you will kill them. If you do, you will be rewarded with some XP but no drops.

    THE CROCODILE
    Spawns in: Swamps (uncommon)
    The Crocodile behaves just like the Hippo. Crocs like to lounge about in the swampy floor doing nothing, except when occasionally hunting underwater. Nearing a croc will turn it hostile, except unlike the hippo, the croc only deals 5 hearts of damage per hit but continues to attack.

    Killing a crocodile earns the achievement, “Crocodile Hunter”. They drop Scales, which can be used to craft a Crocodile Vest (chainmail armor points). When worn the vest turns all crocs neutral. This allows you to explore the swamps in peace. It also looks nice- it would be great to have more customization with clothing in MC.

    THE CAMEL
    Spawns: Deserts
    Like how the Zebra functions as a horse for the savannah, the Camel is the Llama of the Deserts. They behave in the same manner.

    THE VULTURE
    Spawns: Deserts
    The Vulture is not a very nice animal. Spawning above the desert skies, it will randomly encircle the player overhead. Whenever the player drops something (or dies), the vulture will then swoop in and steal some items.

    A smart player can counter vultures by purposefully dropping some food onto the ground and waiting for the vulture to strike. They can then attack the mischievous bird, which will cause it to flee and never attempt thievery on you again. They have 12 health points.

    THE EAGLE
    Spawns in: Taigas, Mega Taigas (common)
    The majestic Eagle spawns in the trees of Taiga. You can see them flying around, occasionally diving into the rivers to prey on unknowing salmon. They are passive at 16 health points, however, the last you will want to do is kill them.

    Find an eagle in the skies above and hold out some fish. Eventually it will come down to you. You can tame the eagle with some fish. When tamed, eagles will fight Phantoms for you! They do not attack other mobs nor follow you into the underground / other dimensions.

    THE LOST GOLEM
    Spawns in: Mega Taigas (very rare)
    Inspired off the legends of Sasquatch, the Lost Golem spawns in the deepest grooves of the mega forest. During the day, they passively hide in the caves, but at the night turn hostile. They can be tamed during the day with a large collection of flowers, after which they basically become Iron Golems with a natural skin. They have some the same hearts as their metallic brethren.
    Posted in: Suggestions
  • 1

    posted a message on Theft in a Village gives Bad Omen
    Quote from Badprenup»

    I can't agree with this idea at all. One of my favorite things to do with Villages are remodel and expand them and that occasionally means I need to break their crops, beds, or workstations to move them. Am I supposed to deal with a raid every time I try and modify the Village that I built up from 4 simple huts into a sprawling metropolis?


    Would you like it if some powerful stranger showed up in your town and decided to "remodel it" by tearing down your homes, destroying your crops, and rebuilding everything?


    You can always build a new village and move the villagers there.

    Posted in: Suggestions
  • 3

    posted a message on Theft in a Village gives Bad Omen

    Many have brought up concerns over how easy villages are in survival mode. In fact, Mojang’s original reasoning for such bare village was to counter the possibility of a player finding a village and getting all the resources they’d ever need, striping the game of its “survival” nature.


    But still, there were crop farms and blacksmith shops which were notorious among the community as excellent places to steal from the poor villagers.


    It becomes especially ironic when you are trading for emeralds from the villagers with the wheat you just stole from them.


    1.14 up this even further. Now villages have beds, carpet, and workstations.


    My fix for this issue is a simple one. Any time a player destroys a crop, bed, or workstation within a village, they are given the bad omen effect, which triggers a raid that makes a player second-guess their attempted robbery.

    Posted in: Suggestions
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    posted a message on Agricultural Additions: Making Farming Fun & Balanced!

    I support farming changes. The animal changes sound more annoying, however. The size meter is not something you can affect, so it would just end up annoying. The food meter is better, but how would you check on the food meter. Would the animal become skinny or fat like in that April Fool's Update?

    Posted in: Suggestions
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    posted a message on Suggestion: Vanity Clothes slots, like in Terraria and maybe new clothes?

    I think this is a great idea!


    Support.

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing
    Quote from McNubberson»

    Anyone that new, isn't going to know how you all suggest how to play the game either.

    I mean, how do you know about afk fish farms?

    The likelihood is small. If it was to happen that the person had no contact with MC prior at all, they know no one that plays or play with no one that hasn't played before. The odds of them learning are quite high by the fact how many people know. I mean they have to learn how to make eyes of ender, but once they do... where does that go? The answers are the same in anyway you answer the "how do they learn where they go" question.


    Mojang debunked this reasoning with the introduction of the crafting book and advancements. They ensure a player completely detached from the "community" will understand how you are supposed to play from the game's explanations alone. So should there be an "afk fish farm" tutorial? Regular mob spawners are simple. You got the spawner, it shouldn't be too hard to figure out some basic farms. But afk fishing relies on inside knowledge on how block ticks work... or looking up the wiki.

    Posted in: Suggestions
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    posted a message on Come on, give us a recipe of yellow + blue = green!
    Quote from Hexalobular»

    I disagree.

    I think some things should be harder to find than others to encourage exploration.

    I was disappointed when gathering cobwebs no longer required Silk Touch.


    By that logic, why does red + yellow = orange?

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing

    If everyone loves these farms, why not make them legit features in the game.


    How about a new, underwater dungeon, home to a “fishing spawner” which provides fish and treasure.


    You cannot expect a new player to know placing a bunch of trapdoors and pressure plates in a very certain configuration will grant the afk fishing techniques. So if it “doesn’t matter” like everyone so claims-


    Make it legit.

    Posted in: Suggestions
  • 1

    posted a message on Come on, give us a recipe of yellow + blue = green!

    I agree. This would be a simple yet effective recipe.

    Posted in: Suggestions
  • 0

    posted a message on Muffler block and speaker block

    I like this idea. More sound manipulations would be great for mapmakers.

    Posted in: Suggestions
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    posted a message on Base Raids
    Quote from erictom333»

    Why not have the Pillagers place ladders?


    I think some people may not like the griefing part of that.

    Posted in: Suggestions
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    posted a message on Base Raids

    Your large castle is a good point. For the first time ever on the internet, I concede.


    My new suggestion for solving the “how do pillagers climb walls” is even stupider but I think it works. The pillagers tie the ravager to some balloons and have him levitate up your walls?

    Posted in: Suggestions
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    posted a message on Base Raids

    Are you inferring to Ravagers being able to destroy any block this way due to the way it works? If so, that would make them more powerful than Withers in block breaking regard and make them essentially broken. They shouldn't be able to break through stone, brick and stronger materials, especially (and I say this strongly) Obsidian, End Stone, and Bedrock. If ravagers had the capability to break bedrock, people would exploit them for many many wrong reasons.



    You'd have to purposefully go afk and enclose yourself in a floating defended structure for "your base to be ruined". It is more likely the Wither happens upon your base or you miss a block of light and a Creeper spawns in. Heck, a Ghast sneaking through a portal is about the same likelihood. The Ravager would take a good two minutes to destroy a villager hut, and an hour, at very least, to destroy your base. If you attack, it won't destroy your blocks. If you pillar up, the Pillagers will still shoot you. Only if you cheat out of the system will the raid last that long.


    I am honestly confused, I understand people who don't want the extra challenge via mobs and prefer a challenge via building, but everyone is acting as if this is the end of all things. It is just a solution to what would have been a loophole through this system.

    Quote from erictom333»

    One minor porblem: What if they spawn inside your walls, rendering the walls useless?



    The raid should probably spawn at the edge of world load, to minimize this likelihood.

    Posted in: Suggestions
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    posted a message on Remove AFK Fishing

    Here is my suggestion:


    https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2895161-fishing-overhaul


    However, the simple fact I've realized is the quickest and most controversial suggestions get the most feedback, while smaller yet simple suggestions get far less, and larger complex suggestions are rarely read in their entirety. But I encourage you to read mine or any other fishing overhaul (there are a few older ones, do a search on the forum) and reply to that. I agree that this endless debate is going no where.

    Posted in: Suggestions
  • 0

    posted a message on Base Raids
    Quote from Agtrigormortis»


    No, it's elitist to force a massive buff to the ravagers and raids against others who won't agree with it and then condescendingly suggest they play on peaceful or easy mode just to avoid the destruction to their structures they put many hours into designing.



    Okay, let's say you are playing survival and don't want your structures to be harmed by the game's threats.


    Why are you playing survival mode, to begin with? Wouldn't creative mode be a better fit if your focus is on keeping your structures pretty?

    Pillagers as they currently are at least have a way to deal with them and they're limited in what they can do.

    Last I remembered checking, you needed to visit a village while cursed with the bad omen effect, if the effect wore off before entering a village, the raids wouldn't come, simple to understand mechanic that careful players can avoid if they pay attention to their status effects.


    Yes.

    What you're suggesting would make it annoying and not fun.


    Respectfully disagree.

    Posted in: Suggestions
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