Minecraft A Craftable Bed for your Wolf / Dog |
- A Craftable Bed for your Wolf / Dog
- All shiny blocks should reflect light
- Stonecutter can make cracked stone bricks
- Thick Potion use
- In Deep Ocean biomes, fossils will occasionally spawn poking out of the ocean floor.
- Some ideas for new cave encounters / mobs
- Custom Villager Trades menu
- Variery of Quartz and Netherrack Bricks
- Put out campfires by stomping them
- The wandering trader kills the little utility that exploration had left
- New strong undead mob idea: the footman
- Bad Omen should not be able to be removed by milk
- Spectator Mode in Pocket Edition.
- Shortsword & Longsword (and Greatsword?)
- A good reward for a raid would be a totem of undying.
- New Kind of Specialized Furnace
- My idea made into the game
- Hardened Wood/Stone Armor
- The only change combat needs
- Suggestion: mirrors
A Craftable Bed for your Wolf / Dog Posted: 30 Jan 2019 09:52 AM PST The Crafting Reciple could be similar to a normal bed, but uses two wood and well instead of 3 of each. Right clicking the bed will have the dog move onto the bed and sleep. Additionally, another feature of this could be healing the dog while it sleeps if it isn't at full health. A pointless feature, but a feature nonetheless. [link] [comments] |
All shiny blocks should reflect light Posted: 30 Jan 2019 02:04 AM PST when a light level of +5 hits the side of the diamond ore, it will emit a light level of the same, so in the pic, a light level of 11 hit the diamond ore's right side, making it emit a light level of 11, so the surrounding air blocks now have a light level of 10. This isn't how it works in real life, but until Minecraft's light engines get a rework, this will have to do. List of shiny blocks: diamond ore/diamond blocks gold ore/gold blocks iron blocks maybe obsidian? (not sure if I should include this, obsidian is kind of shiny in real life, being a type of glass but I am not so sure about in Minecraft) enchantment table Ice Packed Ice Blue Ice Frosted Ice Iron Door *above 5 are suggested by D3monPixel tell me if i left out shiny blocks [link] [comments] |
Stonecutter can make cracked stone bricks Posted: 30 Jan 2019 02:14 PM PST |
Posted: 30 Jan 2019 12:53 PM PST Thick Potion makes potions semi-reusable. They are so effective/potent that they work in small doses. You can sip from them up to 3 times, and they will give 1/3 of the duration of a potion at a time. Crafting: You just make a thick potion, and then put netherwart in it to make it into a Thick Awkward Potion, and continue as normally. You can't turn them into splash or lingering potions though. [link] [comments] |
In Deep Ocean biomes, fossils will occasionally spawn poking out of the ocean floor. Posted: 29 Jan 2019 09:39 PM PST |
Some ideas for new cave encounters / mobs Posted: 30 Jan 2019 01:26 PM PST I'd love to see more cave-content. Maybe a new mob, or some variety in aesthetics to make spelunking and mining more fun! Here's a few ideas: -- Stalker beast - A large cave cat with a roar not too dissimilar to the Illager beast with knockback. Lives in caves close to bedrock and presents a deep mining threat. It is coloured to suit the environment and blend in (black and bedrock variants). Will only approach and attack you if you have your back turned and is a fast/strong mob hitting and running and roaring and then hiding again in the darkness. Wolves will attack it on sight and parrots will hiss. It shuns light and will retreat if it can. Drops: 1% of enchanted iron item or enchanted book or music disc. 5% chance of dropping bones, bows, swords or rotten meat. -- Cave Fungi. 3 varieties - Brown puffer, Pink Cave mushroom, Luminous fungi Brown puffer - extremely rare - emits buff/nerf particle spores, similar to the effects of suspicious stew. If attacked ALL surrounding Brown puffers will burst in an area of effect for 3 seconds, releasing a small cloud with whatever buff/nerf was active. Cannot be farmed, these are just for caving fun. Found in clusters of 2-5. Pink Cave mushroom - extremely rare. These can be used as a food source with a 0.5% chance (non stackable) of one positive buff for 15 minutes. They also provide 7.5 saturation points and are pretty much there there for lucky miners to find a good food source without needing to return to the surface. Can be farmed with silk touch only and using bonemeal kills them. They spread at an extremely slow rate in darkness to prevent powergaming. Found in clusters of 2-3. Luminous fungi - very rare - as the name suggest emit a small amount of light. Available in several colours and are the only fungi that can be planted on the surface. Can be eaten but provides almost no nutrition. Easily farmed. These are mostly for aesthetic purposes. Using bonemeal can make them grow up to three blocks taller and emitting brighter light.Available in yellow, blue, green, orange, red, pink, purple, white, yellow and grey. Found in clusters of 3-10. I'd like to think deep caverns would look especially cool in the darkness with these gloomily glowing. -- Vampire bat - Rare/uncommon bat that attacks you and regenerates health on a successful bite. Twice as large as a normal passive bat and turns red after a few bites before flying away. Can be found hanging from the ceiling upside down in larger caverns. Can be found in packs of 1-3. -- Stalactites. Normal and dangerous. - Rare or very rare. Just regular stone/mineral stalactites that hang from the ceiling and can be mined with an iron pick-axe or above to drop whatever stone they are made from. However some varieties of stalactites are considered 'loose' and may drop randomly causing 2-4 hearts of damage on impact with a player depending on armour. These can be triggered to drop by flying mobs such as bats, vampire bats or parrots. -- Old mining hut A long forgotten subterranean home. Has a 50% of spawning with a zombie or a skeleton. Contains a bed, chest and workbench. Chest may contain mining picks and a very rare chance of an enchanted pick. Also contains bread, wooden logs, rails, TNT, coal. 1% chance to contain a music disc. [link] [comments] |
Posted: 30 Jan 2019 12:16 PM PST There should be a menu exclusive to creative mode that allows you to customize villager trades. When looking at a trade in creative mode, there are 2 options; the trade itself, and edit mode. Edit mode is a switch that either shows or hides the edit options. This prevents accidental edits to the villager trades. When edit mode it turned on, a few edit options shows up. Modify: Allows you to change the current trade directly by allowing you to take and remove items from the trade menu. If there are no items in the payment slots, the item(s) in the product slot will be given out for free. If there are no items in the product slot, then it will simply not allow you to do the trade. Delete: Removes the current trade completely. If there are no trades left, then the villager will end up with the nitwit job, which basically means that it has no job. Add: Adds another trade. If 25 trades already exists, then it won't let you add another trade until an existing trade is removed. Exact/General: a switch that makes the trade either only accepts the exact items put in or accepts the item put in regardless of enchantments, name, ect. XP: allows you to change how much XP you get from the trade. Lock/Unlock: A switch that either allows access to all of the trades all at once or shows you one trade at a time starting with the trades before and at the trade that has the lock turned on. Trade limit: put in a number to determine how many times the current trade can happen before disabling the trade. If a trade is disabled, trade for something else to unlock it. If the number entered is 0, then the current trade will never get disabled. Breed: a switch that determines if the villager can breed. Great for ensuring that villagers doesn't show up where you don't want them to. Don't worry, you can always enable it. The whole purpose of this system is to allow map makers to have more control over how the map is set up. Maybe they want a shop, but don't want redstone in the way or maybe there is no room for redstone. Having an entity act as a shop ensures that players can't just break or exploit the system. Give the villager resistance and suddenly you have a shop that the player can't edit. We don't really have a way of changing the villager trades anyway, not even with command blocks. So they rely on mods that not many players have access to. As for why it should be added into the game, it's to make life easier for map making. Having this in the game will save us soooooooo many headakes. This also will be a great edition to the village and pillage update since villager trading will get changed anyway. [link] [comments] |
Variery of Quartz and Netherrack Bricks Posted: 30 Jan 2019 02:48 PM PST It would be cool if the devs add:
These blocks should be in the game because it gives you more variety to decoration and not being there causes inconsistency like: Why can I craft iron doors but cant craft quartz doors even though these 2 are similar minerals? (same with buttons and pressure plates) Why can I craft netherrack fences but cant craft fence gates of the same block? Vote this suggestion on the Official Minecraft Suggestion Page so Mojang can see it! [link] [comments] |
Put out campfires by stomping them Posted: 30 Jan 2019 07:13 AM PST Same as trampling crops but it still damages you from the fire of course. [link] [comments] |
The wandering trader kills the little utility that exploration had left Posted: 30 Jan 2019 01:42 PM PST Since 1.8 more biome exclusive items have become crafteable and now a new type of villager that trades biome exclusive items and more, and by more I mean really OP stuff like the nautilus shell or melons. I think a new villager should trade new items, not just biome exlusive items so exploration can become even more useless. [link] [comments] |
New strong undead mob idea: the footman Posted: 30 Jan 2019 06:13 AM PST IntroductionHave you ever laughed at the nonexistant challenge zombie put up at higher difficulties. I never did laugh because I think Mojang does a great job at balancing the game, but I still think that, if you play at hard or hardcore, there should be some degree of... Well, challenge. Not at all difficulties, of course, otherwise the game wouldn't be for everyone anymore, but in my opinion, a fair challenge that isn't frustrating is fun. And any game needs some, even Super Mario games, intended for kids, have some mean tricks up their sleeves, entering a new undead mob that will spice up the pve by being slightly more challenging that the zombie in easy and normal, but far, far more difficult to deal with in hard and hardcore: the footman. Where to find the mobThe footman will be fairly rarer than your regular undead mob. In a normal biome, it will have a 15% chance to spawn in the place of a zombie or skeleton, while in snow and desert biomes it will have a 10% chance to spawn in place of a husk or stray, there would also be a particular circumstance were lots of footmen would spawn though: in a plains biome, when the moon isn't fully obscured, during a rain or thunderstorm. In that particular scenario, every hostile mob spawn will be replaced by footmen. StatsThey would have a speed equal to the player's, 20 HP, deal 5 base damage when unarmed, have a natural 5 points of armor and a 25% knockback resistance. Description and equipmentThese mobs, like husks and strays, will look very similar to the standard zombie, with some key physical differences: they would be dressed some sort of padded jacket (a gambason) that covers their torso and limbs and is closed with some laces on the front, their shoes would be the same color as the leather item texture and their skin would be of a more purplish green. They would also have a high chance to spawn with battle equipment and also a higher chance to drop it:
*Like crossbows, spears would also be craftable (2 sticks and 1 piece of wood/stone/iron/gold/diamond put diagonally in a workbench), they would do 1 less damage than a sword of the same material, have 1,1 attack speed and almost no knockback but they would extend your reach by 3 blocks, allowing you to attack from further away, the mobs wielding a spear would also have this advantage, though only in hard difficulty AISince using better equipment and stats as the sole way to make this mob more difficult than a zombie would be tremendously bad game design, when the difficulty is set to hard the footmen would have some AI improvements over the zombies: for one, they would not just group up but rather advance in a horizontal line, for two, they would block constantly with their shield taking advantage of it, lastly, they will attack less frequently and seek to protect themselves from you rather than attacking blindly. [link] [comments] |
Bad Omen should not be able to be removed by milk Posted: 29 Jan 2019 05:17 PM PST It kind of defeats the purpose. Currently players can just decide not to fight the raid by drinking milk as soon as they get bad omen. This would make defending villages from raids more required. Also, it doesn't make sense (you shouldn't be able to get rid of an omen just by drinking milk) [link] [comments] |
Spectator Mode in Pocket Edition. Posted: 30 Jan 2019 02:26 PM PST |
Shortsword & Longsword (and Greatsword?) Posted: 30 Jan 2019 01:48 PM PST I think swords should be separated to Shortsword and Longsword. The shortsword wouldn't have a sweep attack, but would do high damage to a single mob, while the longsword would do low damage to a single mob, but would have a powerful sweep attack that does the same amount of damage to all of the hit mobs. Perhaps there could even be a greatsword, which has high damage to singular mobs and groups as well, but would be really really slow, even slower than the axe. This would also solve the problem with sweep attacks hitting friendly mobs like pets. You can just choose which sword you use at the time. [link] [comments] |
A good reward for a raid would be a totem of undying. Posted: 29 Jan 2019 11:29 PM PST Totems of undying are not that powerful and raids are quite rare, because to start one you have to find a pillager outpost and get the bad omen. It would also make more people actually use the totems, instead of keeping them as a trophies. [link] [comments] |
New Kind of Specialized Furnace Posted: 30 Jan 2019 06:59 AM PST With the introduction of blast furnaces and smokers, I feel as if it is appropriate to add another type of furnace. This furnace would smelt blocks at the same rate as the smoker and blast furnace, and would smelt all of the other blocks that are not smelted by either. I would make this a brick furnace. This furnace would use the same recipe as the blast furnace, but instead of iron, it would be bricks. This would give players the option to smelt all blocks at a faster rate than normal, and would make many things much easier. This includes creating large quantities of stone, bricks, terracotta, nether bricks, and other things that are used by the player in fairly large amounts at a time. [link] [comments] |
Posted: 30 Jan 2019 08:46 AM PST My idea for a traveling villager/caravan villager became a addition!!! [link] [comments] |
Posted: 29 Jan 2019 07:00 PM PST This is an idea I thought up a few days ago, glad there's a subreddit to share it on. I was thinking, how come only 3 of the 5 tool sets have an armor counterpart? Iron, gold, and diamond all have tool sets AND armor, why not wood and stone? Here's my idea: Hardened wood: It spawns randomly in all types of trees and it takes up one of the "log" blocks of the tree itself. It stacks with other hardened wood but not normal wood to make it simpler to find in the inventory. It can still be split into planks if you so desire, but these blocks split into 6 planks instead of the regular 4. The truly special thing about these blocks is you can craft them into "hardened wood armor". This armor would be more protective than leather, but less durable. They would have a texture of a knot in a tree. See https://www.publicdomainpictures.net/en/view-image.php?image=174065&picture=tree-knot-pattern for my reference. Hardened stone: It spawns randomly but in a similar way to granite, diorite, and andersite (in veins). It would need to be mined from stone tools and up. Use these in a crafting table to get "hardened stone armor". This would have a higher protection than the wood armor, but less durability than iron. See https://www.123rf.com/photo_27805875_stone-texture-hardened-lava-in-tenerife-volcanic-canary-island.html for this reference. TL;DR - Add a special wood and stone block into the game that can be turned into armor of varying protection and durabilities. Let me know what you guys think! [link] [comments] |
Posted: 30 Jan 2019 03:35 AM PST there is nothing worse than trying to hit an enemy with lag and slightly missing the enemy with your crosshair, which then somehow results in you forgetting how to swing a sword. you should always be able to swing and hit a certain area in front of you, regardless of what you aim at. [link] [comments] |
Posted: 29 Jan 2019 07:57 PM PST Summary: Mirrors are items that reflect light. They can be placed on blocks. Crafting: 3 glass panes aligned vertically with an iron Ingot will yield 3 mirrors. Building: mirrors can be placed on any surface of any block. Use: mirrors will reflect just like in real life. This would not be done with ray-tracing but with a projection of the opposite angle attached to the mirror (like the portals from portal, but if you put them both on the same spot) [link] [comments] |
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