OOOOO fuck seasons but I wanna make a weather update!!
Minecraft currently only has like four weather conditions (clear, rain, thunder, and snow).
new weather effects would be:
Sunny (the regular clouds disappear and the sun takes on a more fiery shape. Water can evaporate out of cauldrons and fire spreads and snow/ice melts twice as fast)
Overcast (similar to the way rain loots in hot biomes, but anywhere. The clouds become more frequent and mobs burn in daylight much Slower (but still do))
Windy (mostly affects particles. Chooses a random cardinal direction each day for winds to blow. Speed of Wind can change. I’d imagine a lot of new stuff could be done with Wind as a feature in earnest though)
Fog (reduces visibility. New mobs potentially, real creepypasta vibes? Would only affect blocks exposed to the sky, kinda like a rain effect. Not the same as simply reducing render distance, so it’s not annoying - things in the distance simply lose detail as they become Gray Silhouettes)
Sandstorm (thunderstorm level rare but reduces visibility. Camel Husk Jockeys will be made either exclusive or spawn more rarely unless here. imo they’re too common in deserts right now so they’ll go here. Exclusive to Deserts and Badlands)
Snow (goes from being a variant of rain to its own thing that can happen anywhere. Snow Layers it spawns have a special “temporary” NBT tag that allows them to melt over time when it’s NOT snowing, reducing annoyingness for builds. May make some annoying chunk places if it snowed for a while and never melted but that can fix itself over time.)
Mc has said theyrw gonna add fallen leaves and other color of the cherry biome flowers so i propose they also give us the birch biome update theres concept art for! The fallen trees, yellow/orange leaves, mooblooms?!?!??
This idea can also tie in the pale garden drop because am i the only person who js upset they really only gave us one new flower with a update that has GARDEN in the title? So maybe some new flowers and new farmable foods like wild vegetables! Tbd what those would be but i want a farming update so yea (ive also been playing alot of stardew valley so)
Finally a really want a beekeeper villager! To spawn mainly in plains villages. Their work block would be the craftable beehive/bee house and they could trade honey, candles, string, idk what else
Maybe it's just the dog trainer in me, but you know what I really want from a minecraft update?
Dogs.
Not just tamed wolves, domesticated dogs.
We already got cats, now let's do dogs! And I know how it should work too.
Stray dogs spawn in villages, just like cats, and they're tamed with bones... but also when you breed two wolves there's a small chance you'll get a dog instead of a wolf, cus, domestication.
There's would be different breeds of dogs, and each have a different appearance, stats, and function. They would also have a occupation block, kinda like villagers do, (maybe it's literally a dog house, wouldnt that be so cute?) and would stay within a certain distance from that block.
They would have 3 modes.
Sit / Stay (dog would stay put until told to do otherwise.)
Follow (dog follows player.)
Work (different for each breed, defined below.)
1. Great Pyrenees
The Great Pyrenees is a livestock guardian dog, often used by farmers to protect livestock such as sheep.
Work Mode: The dog would stay within a certain distance from it's occupation block, and kill any foxes, ocelots, or wolves to enter that area.
It's in-game function would be to protect your livestock, like sheep or chickens, from predators.
You just put down an occupation block in your sheep pen, and the dog would freely roam that pen, guarding your livestock from wolves.
Because the Great Pyrenees' purpose is killing wolves and foxes, it would have slightly more health.
2. Border Collie
The Border Collie is most commonly used to move livestock. Now you might think this would make it obsolete in Minecraft, since we have leads and livestock will follow you while holding the appropriate food... but I've noticed that when moving livestock, I always seem to have a few stragglers that I have to go back to collect. (Also I have a soft spot for Border Collies and I just want them to be included.)
Work Mode: Herd the strangers towards you so you don't lose any, and you don't have to make several trips.
The Border Collie would have a much faster movement speed, but lower health since it's purpose is not combat oriented.
3. German Shepherd
Commonly used as protection dogs, this is your hostile mob fighting dog. It's in-game function is pretty simple, it does everything your tamed wolf does.
Work Mode: Stays within a certain distance of the occupation block, and kills any hostile mobs to enter the area.
Put this good boy outside your front door, and no more zombies will come knocking.
He would have higher health due to his combat focused purpose.
4. Bloodhound
Here's your sniffer dog.
Work Mode: Lead the player to specific items.
Show this dog an item, and if there's more within a certain distance (let's say 50 blocks in each direction?) it will lead you to it.
This one feels a bit over powered though, so we're gonna nerf him a little.
There's a small chance the Bloodhound will get confused and lead you to a similar item instead of what you showed him. The more valuable the item, the higher that chance becomes.
If there is a storage block (chest, barrel, hopper, dispenser, etc) or player with that item nearby, the Bloodhound will lead you to that.
The 50 block limit also applies vertically. He can smell 50 blocks up and down, so if you ask him to find diamonds, there could be diamonds 51 blocks down that he would not be able to find.
Also, here is a list of other things I would like included in this dog update...
Dog armor. Similar to horse armor, and could be found in all the same places as horse armor such as villages, or dungeons.
Cute behaviors like chasing their own tail, the little head tilt that wolves do, and sleeping on the bed like cats do.
Mixed breeds / mutts. Similar to horses, who are a mixture of their parents genes. If you mate two dogs of different breeds, the offspring should be a combination of the two. For example, a Bloodhound / Border Collie mix could have the model of the Bloodhound, the coloring of a Border Collie, and the stats/functionality of the Border Collie, etc. It's randomized.
While the Bloodhound is in Work Mode, his nose should be on the ground, cus it's cute.
Different colored collars would be cool
An item called a dog whistle, if you blow it all your dogs within a certain distance will change to follow mode and come to the player.
Different dog breeds should have different sounding barks, and wolves should howl, not bark.
this is gonna be another repurposed Creatation mechanic but on the topic of a weather overhaul for Minecraft
currently the way weather works in Mc is that there are two random cycles, “rain” and “thunder”
when neither Rain or Thunder is true, it is clear
when Rain is true but thunder is false, it is raining
when thunder is true but rain is false, it is clear
only when both rain and thunder are happening is there a thunderstorm, making them so rare
now, I want to update that to be four separate metrics calculating weather: “Sunniness”, “Cloudiness”, “Raininess”, and “Windiness”, which can carry a number between -1 and +1, denoting whether that weather stat is high or low.
When no other weather is happening, the weather is Clear.
When Sunniness is set to above 0.5, it is Sunny.
when Cloudiness is set to above 0.5, it is Cloudy.
when Raininess is set to above 0.5, it is Rainy.
when Windiness is set to above 0.5, it is Windy.
when Sunniness and Raininess are both above 0.5, a Rainbow will occur.
when Raininess is above 0.5, Cloudiness is above 0.5, and Windiness is above 0.75, then a Thunderstorm will occur.
when Cloudiness is above 0.5, Windiness is below -0.5, and Raininess is below zero, then it will be Fog.
when Raininess is set to above 0.5, and Sunniness is below -0.5, it will Snow.
when Sunniness is above 0.75, Cloudiness is below -0.5, and Windiness is above 0.75, then a Sandstorm will occur.
Different types of biomes can add static “points” to the weather system, making certain weather more or less likely to occur inside them:
“Warm” biomes (deserts, savannas & badlands) add +0.2 to Sunniness and -0.2 to Raininess.
”Humid” biomes (jungles & swamps) add a +0.2 to Raininess and a +0.1 to Cloudiness
”Mountain” biomes (windswept hills, cherry groves, and mountain peaks) add a +0.2 to Windiness and a -0.1 to Sunniness
”Cold” biomes (taigas and dappled forests) add a +0.2 to Cloudiness and +0.1 to Windiness and Raininess
”Snowy” biomes (snowy plains, frozen oceans, etc) add a -0.2 to Sunniness and +0.1 to Windiness
all other “Temperate” biomes do not add or subtract anything.
as a result, it’s entirely possible to see different weather conditions occur in different parts of the world at the same time, although they are likely to be very similar. At the same time, it will be very very rare to see, say, a Sandstorm in a Snow biome or a Snow flurry in a Desert, but not entirely impossible!
- One in ten natural villages is a "Large Village". A village is classed as large when it has over 30 villagers, and that tag stays with any village with the population threshold.
-Large Villages when naturally generated always come with: a town hall, a hospital/apothecary (fits better), and one or more watchtowers, oh also a built in generated trading hall with wandering traders and a unique vibe of a chaotic open market.
-Golems only attack Pillagers, Illagers, and Witches that are in a raid, and Pillagers, Illagers, and Witches will only attack villagers and golems during raids.
Stuff I personally want:
-Reformed witches that act as doctors in villages with hospitals, they are not villagers, they have unique systems, such as not being able to change profession or trades, they trade potions.
-Each village biome gets its own villager sung, thematical, music disc, plains, tundra, desert, etc. Lava Chicken disc has villagers singing, thus they have music culture, explore that.
-Reformed Pillagers stationed in watchtowers of villages tagged large, the village is seen paying them for the protection, if the player interferes such that the pillagers stop being paid, or the village drops to below 30 people, the pillagers will simply leave, they will not initiate a raid because that is stupid, these guys just paid you, they could be parters in the future again when the situation improves.
-Seriously fix the fucking pathfinding, how the fuck can villagers not get into my custom house, they cannot figure out how two story buildings work, thats fucking idiotic, these people number in the billions and colonized the entire fucking overworld, how can they not climb stairs.
-Pillager raids on small villages will not have every villager simply cower in their homes, some of them will be seen trying to heal the golem. on large villages, villagers will bring food and weapons to frontline to the defending pillagers, and the defenders will support the golems.
-Pillager raids are improved such that they only spawn on the surface and will avoid going underground or leaving the village.
-Witches will only be hostile to villagers if it is a raider, in a raid, otherwise they will mind each other's business, and maybe even talk a little.
-Visible inter-village relations, if two villages are near each other, they may have paths connecting them. Maybe each village gets a unique generated banner, theres like hundreds of billions of banner combinations.
-A few more occupations.
-Pillager Patrols that enter a village do not attack, instead: 1. If the village is small, or has defenders already, they ignore it. 2. If the village is large, and the village has no defenders, they will negotiate with the village to strike a deal for defence, the village can also decline and the pillagers will just leave.
-Villagers can exit boats, theyre practically humans, they have colonized the overworld and built civilization, they can get out of a boat, also if a villager is not able to sleep, they will raise prices.
-Fucking add the jungle and swamp villages, they have the skins mojang, wth mojang.
-Finally, add zombie sieges to bedrock and make them fit the modern game. Use the Zombie Horse and Zombie Horseman.
Out of all of these Minecraft game drop ideas which one sounds better? (Short desc for each below)
Bears
Spiders
Hunting
Mob vote losers
Pets
Farming (plant base)
Farming (animal base)
Voting ended onJan 31
Bears: Adds brown bears, black bears, and updates polar bears.
Spiders: Adds a small spider that's mostly harmless, the spider and cave spider will be renamed to monster spiders. The other bug based mobs will have monster variants too.
Hunting: Adds deers, elk, and other animals that are commonly hunted.
Mob vote losers: Self explanatory, adds the losers (including the OG losers.)
Dogs: Adds more common pets like hamsters. Makes wolves and dogs seperate mobs while adding more dog breeds that all do different unique things.
Farming (plant base): Improves the plant portion of farming.
Farming (animal based: Improves the animal portion of farming while adding new farm animals.