If you haven't read Part 1 or Part 2, I really recommend you do. In a nutshell, Part 1 makes oceans larger and adds a sailboat, and Part 2 adds a lot of ocean animals and plants. Anyway, let's dive straight into this suggestion.
Ships
Structures
Nope, we're not done yet! The sea needs to be interesting, so why not some special structures?
Pirate Cove
This would actually be a biome. It would usually be the location of buried treasure. Pirate Ships would often be near this biome. The terrain would be similar to oak forest mountains from Minecraft Beta, but with a lot more sand. The biome would be mostly broken up by the water. Sometimes there would be shipwrecks on in this biome, which would contain loot similar to the shipwrecks being implemented in the 1.14 update.
Additionally, Pirate Coves would have a 25% chance of being filled with pirates. In this variation, there would be tents scattered everywhere in the cove, with greedy pirates ready to attack the player.
Beach Villages
Villages could now generate on beaches, where they would have docks. Merchant Ships would sometimes dock at these villages.
Technical Stuff
Probably the most used and most convincing argument against moving ships in Minecraft is how it would be implemented on the technical side of things. Though there are mods like Da Vinci's Vessels, they do prove many flaws in the idea of how moving ships would work.
One of the major things is lag, and another (though not commonly mentioned) thing is how the ship creating would seem like it's in the game world. You could argue that ship-creating mods introduce gameplay that breaks immersion due to how you convert a structure into an entity. So, how can this problem be fixed?
Individual Entities
This sounds kind of crazy, but here me out. Instead of having one large, complex entity that would crash the game, we could have individual entities that a ship is made out of. Now, if every block in a ship was its own entity, there would be some issues. Though there wouldn't be a massive entity causing lag, there would be tons of small entities that would cause lag. So, I propose the ship be divided into "slices"– each of which would be part of the ship. Each slice would be 3 blocks thick, and would have a width and height determined by the ship dimensions. The game would know how to cut the "slices" by which dimension of the ship is longest.
Disabling Redstone
Since redstone on ships would be extremely laggy, all redstone dust, redstone torches, redstone repeaters, redstone comparators, and hoppers would not work and would instead emit a water splash particle effect.
Block Limit
As mentioned above, each ship would have a limit of 5,000 blocks total. If the ship is any bigger, placing or right-clicking the helm would give the message, "You may not sail now, your ship is docked or is too big." If your ship is attached to your house or dock by accident, this would of course also happen.
Sinking
If there is an open space in the ship next to water, the water would instantly fill up all air blocks of that layer (not "slice," layer) in the ship. I say instantly because running the normal water algorithm would be extremely laggy, and I am trying to avoid as many lag issues as possible. Since water would have a high "weight" it would cause the ship to sink.
Fixing the Immersion Problem
Most ship-creating mods make it pretty clear that the ship (when sailing) is a separate thing from when it is "docked," or sitting still. I don't think this would be the ideal way to implement ships in vanilla Minecraft, though; it would feel too immersion-breaking. To avoid this, three things should happen:
1. The ship turns into an entity when the ship helm is there, not when you want it to move.
This would mean your ship would feel the same from the moment you create it and onward, regardless if it is moving or not.
2. You can build/mine on the ship, even when it is an entity.
Similar to how armor stands can detect what part of it you're right-clicking, each "slice" of the ship can detect what block you're looking at. Thus, you would be able to place/mine blocks and use things such as doors.
3. Ships take damage from explosions.
Like mentioned above, each ship "slice" would be able to detect the hitbox of its individual blocks, just like an armor stand does with its parts. When a "slice" is in the range of an explosion, it would determine which of its blocks were in range of the explosion specifically, and then delete them from the data list if they don't have a sufficient blast resistance.
Cannonballs
Though similar to TNT, cannonballs actually only have the explosion power of a ghast fireball (which is 1) as opposed to the power of a TNT explosion (which is 4). Of course, unlike ghast fireballs, cannonballs do not start fires.
Pirate Ships
Pirates on pirate ships fire cannons when they detect a player, villager, or ship directly in front of the cannon. The cannonballs would be fired at the minimum range necessary to hit the target. When pirates are firing the cannons on their ships, they take 3 seconds to load and fire just like players do. If the difficulty is Easy or Normal, an extra second or half second would be added to this. The pirates would also have an unlimited supply of shots similar to how skeletons have an unlimited supply of arrows.
Conclusion
Many features have been added to Minecraft over the years. Some small, some large; some game-changing, some useless. While features of all shapes and sizes can improve the game, I think features that give the player more options and more things to play around with can improve Minecraft in ways smaller features just can't. At the end of the day, which would make the game better: a new dungeon, or a new tool to play around with?
It is because of this and other reasons that I believe player-built ships would be a wonderful addition to Minecraft. I hope that I have proposed a balanced and reasonable method of implementing this, and I hope that you enjoyed reading.
Changes
Cannons are now much more balanced. (Suggested by MinecraftPROFESSIONAL123.)
Pirates can now go on other ships.
Merchant Ships now have a few cannons for self-defense. (Suggested by steam66.)
Pirate Coves now have a chance of being tent-filled. (Suggested by steam66.)
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Agtrigormortis hit the bullseye. In survival mode you have players focusing largely on building, players focusing largely on surviving, and players in the middle. You want to cater towards all these groups, hence the peaceful - hard difficulty range.
When I play survival mode I prefer to focus on the survival, but that’s just me. As we’ve demonstrated there are others with different play styles and that’s great, those differences is what keeps the game going.
However, I do believe there is a valid argument to be had that over time the game has leaned increasingly towards building / collecting rather than survival. Which is fine, but I don’t think that play style should get all the attention. I originally imagined this suggestion as a way to provide some challenge for hard mode players, fear yet overall not much to normal mode players, and nothing to easy mode players, as I by no means wish to force my way of playing onto others. This way, the change can appeal to everyone.
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In short, this forum has this upstart crazy idea that they are the shark tank of Minecraft suggestions and every great suggestion should come here to earn “support” and advice before going onto the feedback forum to be added. When in practice all that happens is the rare few people frequenting here shoot down general concepts of ideas and then the new folks get discouraged by the negativity so they never post again. Rinse and repeat.
So with that in mind, let’s forgo the frankly pretentious “old suggestion guidelines” that went on forever back in the day and take a more lenient approach. Do I want more fantasy mobs? Yes. Ergo Support.
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Thank you for putting thought into your suggestion. Looks ominously at the rest of the forum
I would also like to see Owls in Minecraft. However, I do have one issue with this idea - that owls are hostile. In Minecraft, it is a general rule that real-life animals are not hostile. This is because it encourages "animal cruelty". Although I don't agree with Mojang's slippery slope reasoning I would agree that turning an animal "evil" in the eyes of the player is not ideal.
The only animal somewhat real is the Spider, but that is a Giant Spider. Even the Polar Bear which you would assume is to be hostile in a netural mob. You must provoke it. So I think the owl should behave in a similar way. Alternatively turn the owl into a "fantasy" mob and have it behave however you would like.
Partial Support.
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Agreed. It's especially annoying when your friendly wolf dies. Furthermore, it would give a powerful use for diamonds in the endgame after you've made god-tier armor. You now have to craft diamond wolf gear if you want a strong wolf army (instead of just breeding them like rabbits for the strongest wolves).
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Cool! More animals to meet in the world. One suggestion, would this allow for red pandas to be added?
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First off, applauds to your effort. It is clear you put a lot of thought into these suggestions. Overall, I like them, but I agree with jamescoolcrafter in that some of the foods might need better uses. This isn't that big a deal though. It can easily be fixed. As the farming overall, I like the added difficulty and realism to the game. It reminds me of Villages prior to 1.14. Once they were updated, an entire part of the game was discovered, always there, but never awakened to its fullest potential.
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I agree with these suggestions. They add much-needed content to snow biomes. My only suggestion would be to add a bit more detail so people know what they're getting into. We don't want another polar bear situation where the mob has no use.
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That's... actually a really cool idea! It would let you have glass floors thinner like panes, instead of just glass blocks. Although I'm not sure if it is real... eh, I guess the game is already breaking that with you holding 27 stacks of blocks.
Full Support!