Minecraft Give each mob their own "weight" value for weighted pressure plates and fishing rods |
- Give each mob their own "weight" value for weighted pressure plates and fishing rods
- Berries in flower pots.
- Woodcutter
- New item: "Depth meter" [with image]
- Water has its own colormap instead of being hardcoded
- Redstone Ore should conduct redstone signal like redstone dust does.
- Blueprint books, sold by the mason villager. Each individual blueprint book can be placed in the stonecutter alongside with the matching block to give more exclusive variations of the block that are not craftable.
- [Discussion] How can we Improve Player Skins?
- Stonecutter: Stairs to slabs, unpolished slabs and stairs to polished
- New zombie village suggestion
- Make string easier to obtain in Peaceful Mode
- Minecraft Needs a Re-balance for Food
- Composter Drops Should Be Controlled By A Loot Table
- Stonecutter < Sawmill
- Cartographers sell pillager outpost maps
- More stone tools!
- Hot air balloons
- More (Context Specific) Ambient Noises
- [Meta] Why is rule no. 5 necessary? Curious, not mad.
- Rare Treasure Potions (/New potion ideas)
- Campfires burn items
- Pillagers Moving Away From the Player/Iron Golems
- Salt
- Redstone goggles
Give each mob their own "weight" value for weighted pressure plates and fishing rods Posted: 25 Jan 2019 07:32 AM PST Basically, things like bats, items, endermites would have a very small weight value and be really easy to pull using fishing rods, while also not affecting weighted pressure plates all that much, on the opposite side of the spectrum, illager beasts & iron golems would be the heaviest mobs if you don't count the ender dragon and fishing rods would hardly even affect it, but it would instantly power up any pressure plate. [link] [comments] |
Posted: 25 Jan 2019 12:41 PM PST I think berries would look really nice if you could put them in flower pots like cactus and the like. [link] [comments] |
Posted: 25 Jan 2019 11:28 AM PST An additional table that can craft wooden slabs, stairs, fences, and fence gates from planks, and planks, stripped logs, and bark blocks from logs. There are two primary reasons for this to exist:
Some other reasons: [link] [comments] |
New item: "Depth meter" [with image] Posted: 25 Jan 2019 03:00 AM PST A new item similar to the watch but it is an indicator of the general Y coordinates. It would be useful to show how deep players are mining without using F3 (Java Edition) or other UI methods that don't support gameplay mechanics. Image and more info on the Feedback Site[link] [comments] |
Water has its own colormap instead of being hardcoded Posted: 25 Jan 2019 12:32 PM PST Makes it so you can make specific water colors for specific biomes for resourcepacks [link] [comments] |
Redstone Ore should conduct redstone signal like redstone dust does. Posted: 25 Jan 2019 05:56 AM PST The only purposes to Redstone Ore currently are 'break it' or (dubiously) decorative. It could become an important, valuable but quite expensive circuit ingredient, and it would be a revolution in redstone. Essentially, a solid block as currently, but acting as if redstone dust was placed inside it. Not creating redstone signal like redstone block, but conducting it better than solid blocks - just like redstone does. Results:
The fact it must be harvested with silk touch and it would drop several redstone dust if broken means the advantages over redstone dust are offset by the increased price of the block. [link] [comments] |
Posted: 25 Jan 2019 09:40 AM PST |
[Discussion] How can we Improve Player Skins? Posted: 25 Jan 2019 01:38 PM PST For example, a lot of space goes unused in the current 64x64 skin template. By reorganizing the template, that empty space can be used for extra things, such as long hair/beards that are attached to and move with the head instead of being drawn on the body of the player model. Example here, where the bottom parts of the template make up the second skin layer, and the gray is the extra space attached to the head for such long hairs and other decorations. However, there is still quite a bit of unused space. In the past, there have also occasionally been posts about making the second layer of the player skin 3D, instead of flat like it is now. Others have suggested the launcher (for Java) contain skins for quick swapping. What are your thoughts on possible improvements such as these, and what other improvements can you think of? [link] [comments] |
Stonecutter: Stairs to slabs, unpolished slabs and stairs to polished Posted: 25 Jan 2019 12:45 PM PST Here are some nice details that could be added to the stonecutter: Stairs should be able to be cut into slabs. Unpolished stairs and slabs should be able to be polished like full blocks. (i.e. andesite --> polished andesite; diorite slab --> polished diorite slab) [link] [comments] |
Posted: 25 Jan 2019 01:14 PM PST The new zombie villages should have dirt, bones, rotten flesh, and string as loot. They should not have crops though. [link] [comments] |
Make string easier to obtain in Peaceful Mode Posted: 25 Jan 2019 08:14 AM PST I noticed that the only way of obtaining string, is (basically) killing spiders. [link] [comments] |
Minecraft Needs a Re-balance for Food Posted: 25 Jan 2019 03:08 PM PST Problem: Minecraft has a vast and diverse assortment of food, and some interesting recipes and ingredients to go along. This opens the door for many farms and contraptions, as well as strategies for collecting the ingredients in the most efficient way. Unfortunately, this all becomes rather pointless when you realize the mutton, steak and golden carrots are the best food sources, with rabbit stew competitive only for its high amount of food points restored (most players will eat right when they start to loose hunger, which would make it pointless). Animal farms can be quite interesting, but they very boring when you do it the most efficient way (which is to keep them away from your base, and breed them until your computer cant handle anymore and kill them off). Proposition: Minecraft should have more top tier foods that are competitive with steak, mutton and golden carrots. This does not mean that new items need to be added, there are plenty of foods that could use a buff. These foods should be competitive in a unique way, and not just be the same. Some foods could have higher saturation ratios but less hunger points like golden carrots but alternative. Some could consumed faster in order to compete. Some could provide potion effects. Maybe some can give you a lot of hunger, but it comes over time after you eat it. I think unique solutions would be the best, but i would be happy with even just simple buffs to add more options. TL;DR: Minecraft needs more top-tier food sources. [link] [comments] |
Composter Drops Should Be Controlled By A Loot Table Posted: 25 Jan 2019 01:37 PM PST It's as simple as that; allow us to control what the composter will drop when harvested. Click here to vote for the idea on the Minecraft Feedback page! ATTENTION The devs' cannot take suggestions from this subreddit anymore due to article 13. If you want to let the devs take your suggestions, post them on the Minecraft Feedback page! [link] [comments] |
Posted: 25 Jan 2019 10:34 AM PST Once there was functionality added for the Stonecutter I wondered why you'd be restricted to only using stone (Besides the name). You could change the name to Sawmill and give the "cutting" functionality to all blocks that have slabs & stairs. [link] [comments] |
Cartographers sell pillager outpost maps Posted: 25 Jan 2019 08:26 AM PST Cartographers should sell maps to pillager outposts as part of the same tier of trades as mansion and monument maps. They'd be cheaper than those maps though, as they're a lot more common than mansions and monuments. [link] [comments] |
Posted: 25 Jan 2019 12:59 AM PST Andesite, diorite, granite, and maybe sandstone should all make stone tools. If possible the tools should have there own textures to match what they are made of [link] [comments] |
Posted: 25 Jan 2019 10:57 AM PST Made of perhaps a boat or a minecart, with a lot of wool at the top. Like, really much. Like maybe a full stack or more. Movement would be very slow and climbing/descending would be quite difficult. Fuel should be absolutely mandatory to keep it floating. Perhaps even big blimps? With like four stacks of wool maybe? [link] [comments] |
More (Context Specific) Ambient Noises Posted: 24 Jan 2019 07:16 PM PST I wanna hear wind blowing in the desert, crickets chirping quietly at night, waves clapping in the ocean and by the shore, distant birds cawing in the jungle. Maybe even give caves an echo, if possible. Maybe change the music slightly depending on the biome, like the New Super Mario Bros U World map but less noticeable, with the fade between two areas being longer and more seamless. I think it could add a lot to the experience and make it feel much more immersive, as long as it was kept subtle. [link] [comments] |
[Meta] Why is rule no. 5 necessary? Curious, not mad. Posted: 25 Jan 2019 06:17 AM PST It's very frequent we hear suggestions on there in which there is clearly a multitude of mods that already do that thing, and well. Why can't we use those as reference? As opposed to... well, it seems like we're only supposed to post "original ideas" or something with that rule, which seems silly to me. I see that as a very valid suggestion either way - things we want to see as implemented elsewhere, things that really 'belong' in the game; or things that we would like to see implemented better. I get why we don't want "include X mod!" posts, but like... why is it a bad thing if we point out specifically what's in that mod, and use it for reference? A lot of posts are like, reinventing the wheel for that reason I think. And maybe we could have a lot more high quality posts, with well-thought-out ideas and examples and stuff. With moderation, I think it'd be manageable. Why is this a thing? Not a big deal. Just doesn't make complete sense to me. At least for me, I wouldn't be asking for 'modded minecraft', but specific features from specific mods I think would fit. Seems silly to pretend it doesn't already exist in that case. [link] [comments] |
Rare Treasure Potions (/New potion ideas) Posted: 25 Jan 2019 06:58 AM PST So just like there are rare treasure enchantments, there should also be rare treasure potions, that can only be found as loot in structures. Usually the reason is that they would be too op, if they were able to be crafted. Treasure Potions would be even rarer than the treasure enchantments. Let's start with the effects already in the game, and then move to the completely new effects.
New treasure potion/effect ideas:
[link] [comments] |
Posted: 25 Jan 2019 03:40 PM PST When items are thrown onto a campfire, they should disappear, akin to cacti and normal fire. [link] [comments] |
Pillagers Moving Away From the Player/Iron Golems Posted: 25 Jan 2019 06:45 AM PST if an Iron Golem or the Player are too close to a Pillager, the Pillager should move away, instead of just standing there and letting you kill them. [link] [comments] |
Posted: 25 Jan 2019 01:57 PM PST Salt. Yeah, salt. It would appear as an ore. Salt ore. You would get salt from it. You could place salt, like redstone. It would resemble redstone, just white. And, if it connected in a full shape, it would keep mobs from spawning in that salt circle-square-thing. and mobs that walked into the circle would take a half heart of damage every second they're in it. [link] [comments] |
Posted: 25 Jan 2019 01:47 PM PST Wearing the redstone goggles let's you see more information about redstone components. -Hover over redstone wires to see what power level they are at -Hovering over wires would show all of the connected components, every through walls -Powered blocks would have redstone particles -Shows which direction Droppers/hoppers ect. are facing -Shows which blocks will be affected by slime blocks -Right clicking certain blocks let's you rotate them like the debug stick (Eg redstone torch) [link] [comments] |
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