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    posted a message on "Wither skull turrets" that rarely spawn on exposed sections of Nether Fortresses

    Wither skull turret-like objects can rarely spawn on parts of Nether Fortresses that are exposed to open space, usually no more than 2-3 per fortress. They would look something like the below image (although bigger and more visible), with eyes that glow in the darkness when they detect a target.


    Rough depiction of a


    They fire Wither Skulls every 5 seconds at the player and any other non-Nether mob within 48 blocks of it, prioritizing whoever is the closest. The skulls have the same speed and damage as normal Wither Skulls; however they don't damage any blocks. Hitting the turret with an arrow or trident damages it and causes it to fire slower blue skulls that can be reflected back, but also makes it invulnerable to other arrows/tridents.


    The turret can be deactivated by an explosion, reflected skull/fireball or melee attack, which turns it into a regular wither skeleton skull that can be collected. Alternatively, hitting it with a skull/fireball only temporarily deactivates it, and to destroy it for good you have to break the block under it instead. This could be a rare and non-renewable source of Wither Skeleton skulls, as well as a sort of "ranged defense" mechanism for the Nether Fortress.

    Posted in: Suggestions
  • 1

    posted a message on Minecraft.net RSS Feed Link

    I would also like to know; strangely enough I was able to find an RSS feed for mojang.com (which is deprecated and not updated for over a year), but no results for minecraft.net.

    Posted in: Forum Discussion & Info
  • 2

    posted a message on Small Suggestions

    Magma cubes aren't really much different from Slimes other than jumping higher and being fire-immune. To make them more interesting, maybe they should have 50-80% armor protection (and deflect arrows) when "resting" on the ground. However, shooting into or attacking their exposed core as they're jumping would bypass this armor.


    Another unrelated idea that I've seen somewhere (not sure if on this forum): sleeping could cause you to receive a random status effect for a short duration upon waking up. It wouldn't be extremely disruptive (e.g. poison, blindness etc), but may range from any positive effect (including regeneration) to negative effects such as weakness or mining fatigue.

    Posted in: Suggestions
  • 2

    posted a message on Small Suggestions

    Efficiency enchanted tools and the Haste effect should work on Creative mode players, so they can clear large areas quickly without switching to Survival mode, clicking rapidly or having to set up commands.

    Posted in: Suggestions
  • 1

    posted a message on Small Suggestions

    While we're on the topic of snow, I think it would be interesting if snowfall made thicker/taller snow layers around walls and blocks. This would essentially cause snowfall to make the terrain seem more "smooth" instead of the usual blocky terrain.


    Basically like the following screenshot:



    The odd patches of grass should also be replaced with slightly thicker snow, like in the following screenshot:



    Posted in: Suggestions
  • 1

    posted a message on I can't find any Enderman!

    If cheats/commands are enabled in your world, you could try typing "/testfor @e[type=enderman,r=150]" to see if there are any endermen within a 150 block radius of you to see if they not spawning at all, or just spawning in remote locations.

    Posted in: Discussion
  • 4

    posted a message on Small Suggestions
    Quote from ShelLuser»

    Not sure if this has ever been suggested before but it's an idea I had for a while now: make mobs respond to player sounds.


    Right now I'm tunneling in the nether and we passed dozens of areas where you can hear ghasts around. For all we know we might be tunneling right next to one.


    I think it could spice up the game a bit if hostile mobs such as a ghast would react to hearing sounds by firing into that general direction. It could definitely be a serious issue if you're tunneling near a ceiling and several of the netherrack blocks suddenly get blown up.


    I like it, would definitely make the game more interesting. To add on to that, shooting mobs with a bow should cause them to walk in your direction. You can currently shoot a mob from 20 blocks away and it won't do anything, removing the danger of physical combat.
    Posted in: Suggestions
  • 1

    posted a message on Will 1.13 change more than textures and commands?

    The textures won't be in 1.13, at least according to this tweet by JAPPA. I don't think they're doing much else except for bugfixes and some optimizations (some people already seem to have better FPS in the 1.13 snapshots).

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on woodland mansion generation nerf

    They're not really designed to be moved into though, they were meant to be a hostile place with evil villagers that want to kill you. But I agree that the "hidden rooms" thing should probably be changed, so that every room is accessible without having to break blocks.

    Posted in: Suggestions
  • 1

    posted a message on Small Suggestions

    There should be a way to customize different sounds for specific blocks. There's currently no way to give ice different sounds from glass or string different sounds from stone (why does it sound like stone anyway?) and half of the blocks just make the same generic "stone" placing sound.


    I'm thinking that there could be a file called block_sounds.cfg in the assets folder, where you specify individual (or multiple) block IDs and assign sounds to them.

    Posted in: Suggestions
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