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    posted a message on where to post suggestions for 1.17

    Thank you!

    Posted in: Forum Discussion & Info
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    posted a message on Functionality for Archaeology

    I would like to see the new pots in 1.17 given some function, not just as pieces of art. A regular pot might be nice as a different style of flowerpot or cauldron, holding water.


    I think they should add rarer pottery sherds that give enchantments to the finished pot. The most common would be a glowing image that stacks up, meaning the more that are on a single pot, the greater the brightness it emits. This would make pots really great atmospheric decorations for creators building castles, dungeons, tombs, etc. Imagine a tomb with a dimly glowing pot in the dark!


    Much rarer enchanted sherds could make the pot give short range status effects, like a baby version of a conduit or beacon. To prevent them from being OP early game, status effects couldn’t stack up or be combined except with glowing sherds, and the effective range would be very close, like practically touching the pot. Their effects would include things like regeneration, weakness, removal of all status effects (like milk does), and they wouldn’t last very long or be high level versions of the enchantment, possibly only working while in contact with the pot. For example, fire resistance might last for a few seconds, just long enough to safely run across magma blocks or through fire to enter a base. Regen only while touching it, and that would be an extremely rare sherd, anyway. This unlocks a huge potential for adventure maps!


    I would also suggest making pottery sherds occasionally available through wandering traders, though rarely and priced according to rarity and power. People might be more interested in wandering traders if they sold stuff that was truly hard to find and not just things you can locate with a few days of overworld exploration.

    Posted in: Suggestions
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    posted a message on where to post suggestions for 1.17

    They’re still very early in the update and are actively making improvements.

    Posted in: Forum Discussion & Info
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    posted a message on where to post suggestions for 1.17

    Where is the best place to post suggestions and changes relevant to the upcoming 1.17 update? Is it as new threads in the "Suggestions" category, or is it in the large "Minecraft 1.17 Update Opinion Thread"? Does it depend on how big of a change it would be?

    Posted in: Forum Discussion & Info
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    posted a message on Locomotion for 1.18

    Improved mine carts and horses could be used in the nether but require greater preparation than they'd need in the overworld, like constructing safe tunnels and bridges to avoid lava pits and ghast fireballs.


    Redstone contraptions and music disk players already push the medieval fantasy theme to its edge. Powered mine carts that still look like mine carts, not locomotives, wouldn't push it much farther. If the impact of the armored mine cart caused knockback but not a lethal hit except to weak mobs, it would be less likely to be abused, too.

    Posted in: Suggestions
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    posted a message on Locomotion for 1.18

    I would like to suggest locomotion as a sub component of the 1.18 update, whatever it may be. Many tools for long distance travel have become mostly unused because there are faster, more convenient methods, like blue ice and nether shortcuts. I’m proposing improvements to horses, boats, and minecarts to make them more useful.


    For horses, add horseshoes that can be made of different materials and are enchantable. Shoes for speed, jumping, damage resistance, and moving through water would be the most useful. It would be nice to explore the countryside on a horse without having to get out a lead or build a bridge every time you come to a river. Enchantable horse armor for taking your horse through the nether would be nice, too. Give the horse knockback resistance so that ghasts can’t knock it into the lava without destroying the ground beneath it.


    For minecarts, make them capable of being used like small trains. Create an armored minecart that smashes mobs and certain breakable objects that it slams into. Restore powered minecarts, and make the type of fuel affect the speed of the minecart so that the fastest minecarts are almost as fast as boats on blue ice but a lot less tedious to use on a large scale. Give the ability to link minecarts to Bedrock, too, with one powered minecart able to move a set amount of carts.


    Boats would need improvement, too, but I can’t think of many ideas other than adding an iron boat that is more durable but sinks if it’s broken instead of floating like most objects on water. Maybe add a large boat that is slower but can haul larger mobs like horses and golems or large chests

    Posted in: Suggestions
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    posted a message on Minecraft needs more loot

    Of those weapon suggestions, I’m most keen on the lance because it could make a fun PVP mechanic and because it could be used while traveling on horseback to skewer hostile mobs.

    Posted in: Suggestions
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    posted a message on Stained redstone lamps

    Agree with OP. No need to add extra lighting colors, just different color textures for the lamps, themselves, like to make funky disco lighting in a building.

    Posted in: Suggestions
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    posted a message on New cave villager mobs

    This could go full circle if there is a record rarely found in underground villages that plays an instrumental version of Diggy Diggy Hole.

    Posted in: Suggestions
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    posted a message on Coordinates when you die

    It would certainly come in handy when you get killed while exploring an ocean or huge birch forest or jungle biome, where everything looks the same if you don’t have your map you lost when you died. I almost lost my gear early game when this happened.

    Posted in: Suggestions
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    posted a message on Better Pillagers

    One of my favorite things to do is tricking mobs into attacking each other! I don’t have to worry about Bad Omen if I let the pillagers off their own leader.


    It’s only fair that enemy mobs be idiots if we have to deal with idiot villagers that walk too far away from their beds and workbenches and even out of the village, walk in front of you while you’re harvesting crops or mining, can’t find their way down a ladder flush with the floor, don’t seek shelter in thunderstorms, and immediately pour out through any breach in a perimeter fence or wall, even when zombies and creepers are everywhere.

    Posted in: Suggestions
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    posted a message on Maple Syrup, Trees, and Pancakes

    I would support adding maples if they also had a seasonal feature, like every fourth lunar cycle the leaves turned shades of red, yellow, orange, or pink (all colors that appear on sugar maples). They could be harvested with shears in that color and would keep it. Uncut leaves and green leaves placed adjacent to wood during a green cycle would change normally.

    Posted in: Suggestions
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    posted a message on Cave Biome: Mirfractite Crystalline Caverns

    I had a similar thought regarding giant crystal caves, only the mineral would be gypsum, which could be used to craft drywall, basically like carpet for walls so that the inside and outside of a building with a one block thick wall could be different colors/textures. Such caves would be rare and very deep and waterlogged. To be useful for survival, as long as the caves remained waterlogged, the crystals could keep growing, becoming a renewable resource.

    Posted in: Suggestions
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    posted a message on Does Minecraft need more Loot/Artifacts? (Pros/Cons & Artifact Ideas)

    I would be open to rare pottery sherds that put radius status effects on the finished pot like a mini version of a beacon or conduit. The most common would be a sherd that glows, making the pot work like a light source, pretty much useful only for cosmetic purposes. The more the light sherds, the brighter the glow. Rarer ones could offer regeneration, removing other status effects (like milk does), night vision, water breathing, etc. To make them not OP, the sherds would be very rare, obtainable only from dig sites or very rare trades from wandering traders, and the pots would require silk touch to move. Any pot could only have one enchanted sherd.


    On a related note, they could eventually add underground tombs where there are dirt, sand, and gravel piles to sweep through and also treasure chests and complete pots (whether or not they choose to make pots breakable to reclaim sherds is up to them). Having a dark tomb with the occasional dimly glowing pot would look pretty awesome, especially if the ceiling had blocks of sand or gravel that shed dust particles.

    Posted in: Suggestions
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    posted a message on Desert update idea

    Quicksand doesn't really form in deserts, anyway. That would be a more appropriate hazard for beaches, but I can imagine it being merely annoying and not particularly useful.

    Posted in: Suggestions
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