For some mapmakers, mobs just aren't able to be customized enough. I wanted to make Snow Golems that would throw snowballs at players, but I wasn't able to. If we had a HostileTo tag, we could make all kinds of mobs hostile to players and other mobs. This would also be extremely helpful for when a youtuber wants to make a mob battles video.
The command would go something like this:
A zombie that attacks everything but players: /summon zombie ~ ~ ~ {HostileTo:["!player"]}
A Snow Golem that attacks only players and chickens: /summon snowman ~ ~ ~ {HostileTo:["player","chicken"]}
I'm not sure if my current command format would cancel out the mobs that the mob you are summoning is automatically hostile to (or even if my command format is correct) but it's the idea that counts. What to you guys think about this idea? I'd love to know!
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Phantoms were a bad idea. They force the player to constantly micro-manage their sleep. Before Update Aquatic, I’d go into a cave, lose track of how long I’ve been underground, and then come up during night and hunt mobs. Now I need to keep sleeping, again and again. You can’t go on grand adventures across the world anymore, because now you need to constantly sleep in your bed (which loses your spawnpoint). You shouldn’t have to use F3 to remember where your base is.
When the hunger bar was first implemented, it was criticized for forcing the player to constantly eat. But eating, unlike sleeping, is a large and immersive system. The hunger bar was required to make farms worthwhile and to pave the way for more food items. Sleeping is just clicking a bed.
At this point, I realized I had two options. One, remove insomnia and make phantoms spawn naturally. But that isn’t very abnormal…
If we’re gonna add phantoms that encourage sleeping, we need to make sleeping a system worthy of encouraging. That means a complete overhaul. To be fair, sleeping hasn’t always been a bit of a mess.
But first we need to make things easy to understand. Right now, the only way to know if you are in danger of phantom attack is by counting how long it’s been since sleep, and that quickly gets confusing on survival servers. I propose an “insomnia meter” is added to the HUD, taking the appearance of a phantom head.
The semi-transparent head hovers over the experience bar. The transparency percentage correlates to the chance of phantom attack tonight. For example, at Night #4 of no sleep, there is a 25% chance of phantom strike. The head would be 25% transparent (as seen in the image above). The more visible the phantom, the more danger you are in.
Once the phantoms make their first screech, a fully visible head appears to warn the player. Once the phantoms are defeated, the head returns to its semi-transparent status. As you sleep, this head slowly decreases until it becomes invisible again.
Sleep bags are crafted with just wool and let you sleep without resetting your spawnpoint. This is a frequently posted suggestion and I don’t understand why Mojang hasn’t added it yet.
Sleeping Bags are especially needed due to sleeping’s new use: traveling to the dreamworld.
Beds no longer simply speed up time. Instead, they teleport the player to a new dimension: the Dreamworld.
Imagine this, only with overworld blocks.
The Dreamworld is a wonderful place where all your dreams come true. It is identical to the overworld, sharing the exact seed. But there are a few key differences to keep it balanced:
To exit the dreamworld, fly up to y=256 or fall into the void. While you’re here, a model of the you is placed in the overworld and the chunks there continue running. If this model is ever damaged, you will instantly wake up.
You may wonder, what’s the point of the dreamworld? Well, it isn’t your adventuring dimension like the nether or end. The point of the dreamworld is… to dream. Because it is identical to the survival world (your base already built) it’s a perfect place to test things. If I put the farm here, would I have room for the mob grinder? Would a quartz temple look nice? Is there space for redstone?
Many players have a superflat or seed-copied world to test builds out, but then they must build everything they had from the ground up (or do some playing with the files) and they’d have to keep exiting and rejoining the world. But Minecraft is supposed to feel immersive, and this would be much more efficient.
The Dreamworld is also a good place to go down memory lane by retracing your routes from past adventures. It’s even a great place to “practice”. By switching to survival, you could run the Wither boss fight again and again, figuring out the best strategy and items without the lose everything part.
Most of this suggestion revolves around solving a recent issue the has come to Minecraft- the phantom- but there’s another, ancient problem that has plagued multiplayer since the dawn of survival test. Sleeping only occurs when everyone is at a bed at the same time.
This is problematic, because someone might be in the far end while someone else desperately needs to get away from the phantoms. The small survival server I’ve been playing on recently has reached the point where everyone who can’t sleep gets off so those who can can. This shouldn’t be.
By taking the player to the Dreamworld (instead of changing the server’s time of day) the problem is solved. Anyone can go to sleep at any time (including the day) to cure their insomnia or head to dreamworld for fun. It’s as if they went into a Nether Portal, nothing else is changed. Everyone’s happy.
In multiplayer, each player has their own individual dreamworld. So if Cameron and I were to go to sleep, Cameron would go to his dreamworld (which only shows things he’s discovered, and things he’s built there) and I would go to my dreamworld. Even if we went to the dream nether and or dream end, we would be in different dimensions. This makes your dreamworld you own personal haven, free for you to plan and test however you’d like. Keep your plans to take over the server here.
But sometimes it can get boring alone in the dreamworld, and you want someone to join you. This is when things get complicated…
To enter another player’s dream, one must craft a Dreamcatcher, by surrounding a phantom membrane with four gold ingots.
Holding right click with a dreamcatcher will launch a slow shulker-like projectile. If it hits a sleeping player, you will join their dream. The dreamcatcher only works on other players, so it’s useless in singleplayer (which is why it’s crafted and not dropped).
The “host” of the dream is still in command and can banish a player from their dream with either the /banish command or firing a dreamcatcher within the dream at the unwanted player. When a player joins a dream, all inside the dream will receive the message “________ entered your/_______’s dream”. This ensures dreams are private yet collaborative if needed.
That's it! Actually pretty simple, I only made this category for the pun.
Clocks are a niche item, only coming in handy when underground. Even then, placing down a bed and checking to see if you can sleep is more efficient way to tell time. With sleep’s ability to change time removed, I thought it would be an excellent new use for the clock.
"Why spend your precious gold on apples when you tell the T I M E"
The clock now has a placeable model that attaches to walls. When right clicked, the clocks position changes. There are twelve available options, ranging from sunrise to midnight. Feed some lapis into the clock, and you will use up four whole levels of XP.
The time is then magically reset, with a message on chat explaining who changed the time. The gamerule /do clockTimeChange will disable this ability, if things get annoying on multiplayer.
The more I spend on this forum, the more I realize how many problems there are with Minecraft. Don’t get be wrong it’s a great game, but nearly everything could use improvements. Some of these problems can be held off - we’ve gone a long time without an underground update, and while I’d love for Mojang to add one I can wait a couple more updates. But there are other issues that create glaring holes in gameplay, such as the one the phantoms caused with sleeping. It’s a new issue, so I hope Mojang recognizes and addresses the problem quickly.
The Dreamworld is my proposal to solve the insomnia dilemma. By making sleeping something interesting, players wouldn’t see making beds a chore, but rather the gateway to a whole new world. While I did create it solely to solve a problem, I think the dreamworld concept by itself fits well into a game based around creativity. My overhaul would also solve the multiplayer sleeping problem, reset spawnpoint problem, untraceable insomnia problem, and lack of use for clock problem. How many problems are there ahhh
After all, what does the End Poem say?
And the game was over and the player woke up from the dream. And the player began a new dream. And the player dreamed again, dreamed better. And the player was the universe. And the player was love.
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I think these features should be added as separate biomes/structures to the regular overworld.
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The Dreamworld is meant to be a creative environment within survival mode. It allows you to play creative within your survival world without cheating/changing the world forever.
I'd completely agree about the price for skipping the night thing if we were talking about 1.12. But Phantoms force you to sleep. It's not a tradeoff anymore, it's a necessity to play properly. In the past you'd take the risk of going far away without respawning near, but no one would ever do that with 1.13 because Phantoms are actively seeking players who haven't sleep/reset their spawnpoint.
Maybe instead of being crafted, the sleeping bag is found in dungeons?
Upon arrival into the Dreamworld the player's inventory would be the same, and this can be changed with any block. By upon waking up your overworld stuff would return, even if you destroyed it in dreamworld.
The Dreamworld runs parallel to the Overworld in time; sleeping whether with a bag or in bed takes the player to the Dreamworld where they must hang out for 10 minutes if they wish to skip the night. But the player is not encouraged to do this, if they want to change time use a clock.
Time changing can be disabled via gamerule, so I don't think it should be a problem on servers. I suppose before time is changed the server could ask each player if they will accept the change, but this might just cause trolling.
Mobs killing your within the Dreamworld is a serious risk, as you are vulnerable. This would encourage you to build safe bases before sleeping.
In real life you do become hungry while asleep, so maybe the hunger bar could decrease as normal their? You could have a survival GUI with creative inventory. And you would see a desaturated hunger bar slowly go down until it forces you to wake up at one, where you eat.
A problem that often shows up with dreams is how they would get in the way of someone who just wants to skip to day. This overhaul changes the entire starting motivation to sleeping, with dreaming now the main intention of going to bed. The point of dreamworld is to dream about what your survival world can become one day. I don't think hostile mobs spawning in a creative environment would fit, although, perhaps a nightmareworld found by sleeping in a "crypt" of some sorts in dungeons could contain these.
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There comes a point in the game, where survival stops being about survival. It's the point where you get every enchantment on your diamond gear including mending- even your hoe. You can walk outside at midnight, and mobs aren't even your concern. It's at this point where many players stop. Most quit a long time ago.
A few keep playing, and this is Hermitcraft. For all intents and purposes, the game is no longer about survival. It's creative mode with resource gathering. I'm using HermitCraft because they are the most well-known example of this "late-late-game". So, what do the people of HermitCraft do in their videos? They're building, all the time. Very rarely do you find an episode of them taking down dungeons, and when that happens it's end cities. They beat survival.
You have the assumption people post-mending elytra want to keep playing survival, but I don't think that's the case. They just want to build, unlike creative they are gathering the resources (so it's more "authentic"). More dangers should be added to the End for these players, but I don't think an elytra nerf is the solution. It's much easier to build if you can fly.
I do agree with everyone that minecarts need a redux.
You do realize Mojang could just fix the bugs in Java, or add new bugs to Bedrock, right? It's not coding limitations that are the problem.
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I like this, would make the sand biome a bit more interesting. The only change I suggest is make the sand trap a 2 block radius instead of 10, so you can avoid the traps I find you pay attention- currently it is unlikely for someone to notice it on the other side of a hill.
Bringing back the brown spider is a great idea!
Support.
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Sounds nice, the cold oceans are a boring place and this would help negate that. The eel is a good way to encourage the player not to mess with the natural ecosystem.
Support.
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If creating unbreakable blocks, changing gravity, and instant teleportation when attacked isn't game-breaking, what is?
No Support- extremely overpowered.
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Mojang has already directly refused to implement sharks on multiple occasions. While their reasoning makes little sense they seem to have made up their mind. Perhaps a new, fantastical mob could take it's place? The monster of the ocean depths had a cool design, for starters.
The grappling hooks sounds very overpowered, especially in the Nether and End. What if it only grappled underwater? It wouldn't still be useful in ravines, but not game changing.
I'm no turtle expert, but I don't imagine an angry turtle would be much of a threat. They are very slow. I might be wrong on this.
We already have glass bottles, and I don't see what the purposes of the glass jar would be besides building aquariums- which we can already do with glass.
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That is a good point. What if fish mobs spawn close to your bobber? Fishing irl is very slow, but I don't see why Minecraft can't have a more entertaining system. If fish kept spawning you'd have a much higher yield.
Funny, I'm currently making a sequel to this thread adding more aquatic creatures to catch.
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What about a pasta ore that drops pasta and can be crafted with a diamond to make special spaghetti which has triple the power of a notch apple? That would be a cave update!
You need to describe what you want. Otherwise you aren't adding anything to discussion, and are technically supporting anything ever suggested to the underground.