Minecraft We should be able to find Mob Spawner with /locate command |
- We should be able to find Mob Spawner with /locate command
- Make dead Bushes farmable
- Buff the Composter
- PLEASE add the ability to compost poison potatoes. Make them marginally less useless.
- Mangrove biomes
- using bamboo to get bonemeal from compost.
- Add Wither and Dragon kills to the statistics
- There should be an option to change the theme of the Title Screen.
- Plasticised (waterproof) concrete powder
- Multiple layers of clouds rather than just the one.
- Change the Texture of the Jukebox
- a new command
- Standing on a flower pot with cactus in it harms you
- better paintings
- Netherwart Changes
- Phantom change
- Tweaking The Minecart furnace for long-range transport
- Banner map markers should have the design of the banner on them, instead of just the base color
- Biome specific map trades from cartographers
- [Meta] Is it Okay to Revert/Remove Features from Minecraft to make the game better?
- New natural disasters. Like meteors, or tornados, even earthquakes.
- New Transportation: Horse-Drawn Carriage
- Fertilizer NBT Tag for the bone meal.
We should be able to find Mob Spawner with /locate command Posted: 20 Jan 2019 06:17 AM PST I think this could be a good idea : /locate Dungeon and maybe if possible /locate Dungeon skeleton, for example [link] [comments] |
Posted: 20 Jan 2019 11:19 AM PST Dead Bushes look a lot like saplings. Maybe saplings could turn into dead Bushes when they are planted in the desert. If there is water in a range of 4 blocks it doesn't die. This way we could still grow a tree in the desert but a little harder. [link] [comments] |
Posted: 20 Jan 2019 09:51 AM PST The Composter honestly feels like a really weak block and doesn't feel as useful as it should. I mean, it's a bone meal farm (for peaceful mostly) but it takes way too much stuff to get... a single bone meal. Just buff it in some major way. 4 stages instead of 7? [link] [comments] |
PLEASE add the ability to compost poison potatoes. Make them marginally less useless. Posted: 20 Jan 2019 12:11 PM PST |
Posted: 20 Jan 2019 08:56 AM PST Mangrove biomes would be a great addition to the biome list, especially after the aquatic update. [link] [comments] |
using bamboo to get bonemeal from compost. Posted: 20 Jan 2019 06:02 AM PST i think bamboo should be used as garbage for compost. nearly every plant can go there soo bamboo should too. [link] [comments] |
Add Wither and Dragon kills to the statistics Posted: 20 Jan 2019 02:42 PM PST tittle... also Elder Guardians currently the statistics count the kills only for basic non boss mobs.... [link] [comments] |
There should be an option to change the theme of the Title Screen. Posted: 20 Jan 2019 01:28 PM PST As an old player I frankly miss the old title screen versions, (i.e. the extremely old dirt background and the valley) and would like an option to change the title screen back to those. (Maybe add a "Random title screen" Option too.) Thank you. [link] [comments] |
Plasticised (waterproof) concrete powder Posted: 20 Jan 2019 02:15 PM PST IntroductionConcrete powder effectively provides a dyed sand texture but cannot be used in water where sand is most commonly found (excluding deserts, of course). This is a particular shame after 1.13 made the oceans more colourful and interesting, incentivising new underwater builds. A waterproof variant would open up the use of more colour and variety in things like beaches, aquariums, golf courses, lawns, any alien or fantasy water environment and more. SuggestionCrafting concrete powder with sugar should prevent it turning into concrete in contact with water, potentially with a slight texture change like coarse dirt, but nothing that would impact its aesthetic use. In reality, sugar is a plasticiser which prevents concrete from hardening so that seems like the best item for the job. Sugar has few uses currently so its always good to make it more versatile. NameI am not sure as to the best name for this block, especially as 'light blue concrete powder' is already quite the mouthful without an extra name. 'Plasticised' sounds too technical and 'waterproof' isn't quite right either. Any suggestions would be appreciated. AcknowledgementsSimilar suggestions have been made before, such as this and this, although both were before the release of 1.13 which, along with adding water content, removed the block ID limit; the main reason for not adding another 16 blocks. [link] [comments] |
Multiple layers of clouds rather than just the one. Posted: 20 Jan 2019 03:46 PM PST This is a very small and insignificant detail that I'd love to see added because it'd add a new layer ;) of depth to the skies of Minecraft. It doesn't have to be added at all I just thought it'd be something cool to be honest. [link] [comments] |
Change the Texture of the Jukebox Posted: 19 Jan 2019 08:56 PM PST In real life, a jukebox holds dozens of albums. In Minecraft it only holds one. Therefor it should be renamed to "Record Player", or "Phonograph", or "Gramophone". The top quarter or eighth (4 or 2 pixels) of the block should be made of glass so you can see whether or not there is a record inserted. So obviously the slit on top of the block would be nixed, because record players orient the record disc horizontally, not vertically! It would make it look a lot more realistic, and frankly cooler. :) [link] [comments] |
Posted: 20 Jan 2019 04:10 PM PST so its hard to find different biomes in survival if they are far away so i think they should add a /biome command so it would be /biome (lets say... jungle)/biome jungle, and it would locate the nearest biome of the one you typed in and it would be available in survival mode(only savanna,jungle,icbergs, and a few others(your choice) would be available, it could be in /locate (in /locate all biomes are available) but /locate is normally just for structures. anyways that's all [link] [comments] |
Standing on a flower pot with cactus in it harms you Posted: 20 Jan 2019 02:12 PM PST Maybe only half as much as a normal cactus, or half as frequently or something like that. [link] [comments] |
Posted: 20 Jan 2019 10:14 AM PST you should be able to customize paintings. Not draw on them, but take the screenshots you take, and make them into paintings. Sure, some people would abuse it, and have paintings of a dirt penis they made, but I think having a painting of your house in your house, as egotistical as that may sound, would be cool. [link] [comments] |
Posted: 20 Jan 2019 03:50 PM PST First of all, nothing about growing, using in potions, and any other already used features. My suggestion is that netherwart could be used as bait, as in throw it on the floor and zombie pigmen would run to it. The bait could only work on pigmen (because its poison and only pigmen can digest it). [link] [comments] |
Posted: 20 Jan 2019 02:49 PM PST Hi, The phantom wasn't greeted very nicely by the community. Sure, some love them, but for the most they are just annoying. I've got a proposition of change for them that will move them to a more nightmare-ish and hallucinations-ish.
For the skeletons (1st day) - they spawn behind the player, and - similarly to zombies - wait (from a distance) for the player to have a LoS on them. Then they shoot the player with a bow, right as the arrow is about to hit the mob and the projectile vanish into the same purple cloud. Spiders (2nd-3rd day) - they spawn over the player, hanging from a ceiling (if there's none they behave like zombies) and when the player opens some kind of UI and closes it they jump on them, make a sound and vanish. Creepers (4th day) - they spawn and behave similarly to zombies to a point. They spawn behind the player and after a while they start to explode in a more creeper-ish style, still purple tho (they don't deal damage or destroy blocks). If the player turns around sooner, they explode without warning Endermen (5th day) - if they can, they appear, steal a block that is seen by the player and instantly teleport. If the player punches, updates, or gets into a 1-block radius from the "stolen" block it reappears with a purple cloud plays altered enderman's scream and gives the player short blindness and nausea.
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Tweaking The Minecart furnace for long-range transport Posted: 20 Jan 2019 01:35 PM PST ah, yes. furnace minecart fix suggestion #129, i know that this has been suggested many times before, but i hope im at least adding something new to the table. Firstly, the minecart furnaces need a serious boost in their coal efficiency. im not a hundred percent sure, but a number somewhere around 5-10 minutes (probably shorter) would be reasonable. Even add in a gui to the minecart so you can , the total burn time, an on/off switch (will be explained later) to power the minecart on/off, and a slot to add in up to a stack of a fuel source, so you no longer have the need to constantly tend to your cart. Secondly, as an update to minecarts in general, there should be an ability to hook minecarts to adjacent minecarts via a lead. the chain of minecarts will go a shorter distance the more items there are inside the chain. minecart furnaces will ignore the total mass of chained minecarts and will travel at the same speed, is if there were nothing in them at all. this is important because hooking minecart furnaces together will grant a speed boost, when the max amount of minecart furnaces (5) are connected, the speed boost will be slightly higher (about 1.5) than a minecart running on a 100% powered rail track, disadvantages being that you will need to manage all 5 Furnace-cart's fuel reserves, which, combined, are 5 times the normal amount of fuel burned from a regular minecart, and burn time per-item decrease by somewhere around 30 seconds to a minute, (#'s not concrete). the amount of space it will take up will increase dramatically (six rails to one, as tested on a flatworld). of course, these stats will scale depending on how many carts you use. now that you can manually turn off these new Furnace-carts, but you can automatically turn them off with an activation rail. this is for the automation of loading/unloading depots that use these updated Furnace-carts. and lastly, to further distinct each way of transport, im also thinking of making the Powered rail more expensive, taking 6 gold, 2 tracks, (6 iron and one stick each) and a piece of redstone compared to its original 6 gold, one stick, and a piece of redstone. this is to further discourage players from using the powered rail as a means of long-range transport, but rather as efficient short-range transport. none of these ideas have been fleshed out very well, therefore constructive criticism would be nice. edit: fixed formatting, damn you new reddit. [link] [comments] |
Banner map markers should have the design of the banner on them, instead of just the base color Posted: 20 Jan 2019 01:26 PM PST |
Biome specific map trades from cartographers Posted: 20 Jan 2019 06:40 AM PST Jungle cartographers should trade jungle temple maps and desert cartographers should trade desert temples. [link] [comments] |
[Meta] Is it Okay to Revert/Remove Features from Minecraft to make the game better? Posted: 20 Jan 2019 04:02 PM PST Consider what may be the two most controversial features in Minecraft: Post 1.9 Combat, and Terrain Generation. Personally, I rather like the idea--or (wasted) potential--of the 1.9 combat mechanics. However, when this update came out, it was (and still is) so widely disliked that many servers either refused to update, or resorted to undoing the changes altogether. Almost three years later, the Bedrock Edition of the game still has yet to receive the new mechanics, and now we hear about a new combat update coming. Considering the Sweeping Edge enchantment (added v1.11) was the only addition that built on the mechanics, why didn't Mojang simply revert the update instead of force Java players to put up with it all this time? Who or what did it ultimately benefit? As for the Terrain, many find themselves in agreement that world generation has become boring compared to what it originally was, in spite of the variety of new biomes added since. This is clearly reflected in the still-often posted suggestions on this sub which ask for "alpha biomes" or to "bring old world generation back." Yet for some reason, the blandness of the generated features goes ignored in favor of adding arguably pointless mobs such as parrots and dolphins. Regardless of whether or not anyone likes new mobs (some surely do, and that's alright), they do not bring enough flavor to the game as to distract from the dull, repetitive environments that minecraft is unfortunately becoming known for. Some smaller features may include things such as: •Some mob behavioral changes (such as skeleton strafing/accuracy, endermen craziness, fire-spreading zombies) •Phantoms in general •The involuntary nature of the Sweep Attack causing accidental friendly-fire, especially when paired with Sweeping Edge •Furnace Minecarts being useless since the addition of powered rails (although I imagine it has potential as a dud item now that we have data packs) And anything else that seems inconsequentially minor in a vacuum, but works alongside everything else to ruin enjoyment of the game little by little. [link] [comments] |
New natural disasters. Like meteors, or tornados, even earthquakes. Posted: 20 Jan 2019 02:08 PM PST Let's face it, clear, thunder, and rain get a bit boring sometimes. So why not have a rare chance of a meteor shower, if your on one side of the world, it's just a nice little show. But if you are in the right place at the right time, one of the meteors could land beside you and cause a little explosion. And tornados, now, these may annoy lots of people, but making it extremely rare or just making it not too overpowered. And earthquakes, nothing too bad, just some blocks moving around that would make your screen shake, maybe even your character, and of course animals. It would also be cool to see mobs reacting to these disasters (Villagers hiding in bunkers or houses in a meteor shower, animals running around during an earthquake, maybe even hostile mobs trying to run away from tornados, ignoring the player, or attacking the player while running). If you have any other ideas for disasters, comment it! I would like to see this in 1.15 or any future update! [link] [comments] |
New Transportation: Horse-Drawn Carriage Posted: 19 Jan 2019 09:20 PM PST Since we can't have cars in Minecraft (because it's a Medieval-themed game), I thought perhaps Horse-Drawn Carriages might be a good idea. These have been around in one form or another for thousands of years. They could be 2 blocks tall, 2 blocks wide, and 3 blocks long (so there can be a gap between the wheels). You could add an item into the game; the "Harness" that would connect horses to the carriage. Depending on how fast you wanted to travel, you could attach different amounts of horses to the carriage (ie. 1, 2 or 4). The carriage could have multiple inventory slots (like the Mule), representing trunks, so it could be a way of transporting lots of blocks/items at once. It could be a cool way of bringing medieval-themed towns to life. The streets could be filled with Horse-Drawn Carriages. There could be different "models" of carriage;
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Fertilizer NBT Tag for the bone meal. Posted: 19 Jan 2019 10:14 PM PST A NBT Tag that only can be applied to the bone meal. It doesn't make sense that the composter gives bone meal through vegetables. [link] [comments] |
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