Minecraft Cascade Biome |
- Cascade Biome
- Brown cows should spawn naturally
- Add "Phantoms Spawn in the End" to the FPS.
- Could we not use lightning strikes as our only rare event trigger?
- Fire Aspect Axe Enchantment
- Zombie Villagers being cured should should progressively change textures overtime
- Bells should call nearby iron golems.
- Villagers heal iron golems
- More text colours!
- Phantoms using End as a limbo
- Fake bookshelves
- Animal Mob Drop Overhaul
- Salamander Diamond Detector
- Caching a Vex
- A few additions for every biome: Tundra (new series, part 1 of lots.)
- Holding Q should throw items
- villager spawning should be tweaked, and villager houses should be a little bigger.
- Skeletons' bows should break eventually
- Fake doors (traps)
- Wolf becomes domestic dog breed/s when tamed.
- Please help. How can I post an image/video?
- Improved mushroom growth
Posted: 25 Feb 2019 08:01 AM PST A biome that has a VERY rare chance of spawning in your world. Similar to the real life Iguazu Falls, the biome would be made up of a system of massive waterfalls that drop several levels. Features: A hidden waterfall cave filled with loot that spawns behind one of the falls. Water turns white when flowing downwards. A new generation system for larger bodies of water to spawn on multiple levels. Particle effect for "mist". Rocks/boulders spawning inside Rivers. Larger Rivers/Streams. New Mob, Coatis! These cute critters are everywhere at Iguazu Falls and would be a nice reference! The feature would be more for aesthetic than usefullness but it would only make the game even more beautiful! [link] [comments] | ||||||||||
Brown cows should spawn naturally Posted: 25 Feb 2019 12:17 AM PST It's weird that we can only get brown cows if the lightning would hit red mooshroom cow. I think they should spawn naturally because they would fit really well to a mushroom biome or even swamps. [link] [comments] | ||||||||||
Add "Phantoms Spawn in the End" to the FPS. Posted: 25 Feb 2019 01:03 PM PST Not only has it been suggested way more than it should, but it has also been denied by Mojang. https://old.reddit.com/r/minecraftsuggestions/comments/8atbre/phantom_endnether_variants/ https://old.reddit.com/r/minecraftsuggestions/comments/asiqvf/an_alive_variant_of_the_phantom_found_only_in_the/ https://old.reddit.com/r/minecraftsuggestions/comments/aulbb6/phantoms_using_end_as_a_limbo/ https://old.reddit.com/r/minecraftsuggestions/comments/anual7/now_that_we_have_an_easy_method_to_keep_phantoms/ https://old.reddit.com/r/minecraftsuggestions/comments/aorlm8/phantoms_need_a_desperate_rework/ https://old.reddit.com/r/minecraftsuggestions/comments/ai3dsx/phantom_change/ https://old.reddit.com/r/minecraftsuggestions/comments/8fe6bf/an_alive_variant_of_the_phantom_found_only_in_the/ https://old.reddit.com/r/minecraftsuggestions/comments/8emuuy/a_reason_why_phantoms_should_spawn_in_the_end/ https://old.reddit.com/r/minecraftsuggestions/comments/89ylls/bring_phantoms_back_to_the_end_as_end_ships/ https://old.reddit.com/r/minecraftsuggestions/comments/8a6h47/the_ender_hatchling_the_end_equivalent_of_the/ https://old.reddit.com/r/minecraftsuggestions/comments/8wtv2v/the_endactyl_monster_of_the_ender_skies/ [link] [comments] | ||||||||||
Could we not use lightning strikes as our only rare event trigger? Posted: 25 Feb 2019 12:03 PM PST It was kind of cool the first few times. But then once villagers and turning into witches, I feel it started to get out of hand. If anyone had their villagers turn into witches, it is the most horrible thing that could happen because you can't cure them and it gives people more of a reason to cover them up instead of letting them roam freely. Regarding the brown mooshrooms, I don't see why they could not just spawn naturally, or give the suspicious stew functionality to red mooshrooms as well, since they are one of the rarest mobs in the game anyways. Also, think of that one time this subreddit was all "if x gets struck by lightning it turns into y". If all that shit got added then people would soon not even want to live on the surface, cover their sky with glass, or just turn off weather all together because they don't want their animals and citizens transforming during a storm. [link] [comments] | ||||||||||
Posted: 25 Feb 2019 03:53 AM PST Swords have sweep which is cool for most situations - unless you need precision. When I am farming I usually like to save my baby cows from a swift death by chasing their parents around with an axe. PSA: You can put Sharpness on an axe by combining it with an enchanted book on an anvil. Unfortunately you cannot put Fire Aspect on an axe. I think this is a missed opportunity. Not only could it cook the flesh of my bovine captives, but it could turn wood and wood related products into charcoal. -EDIT: Also Looting in addition to Fortune but only from an enchanted book. -EDIT: Also PSA: Axes have a more powerful single hit than swords and can disable shields. Enchanting them with Sharpness V means they 2 shot zombies. What do you think? [link] [comments] | ||||||||||
Zombie Villagers being cured should should progressively change textures overtime Posted: 25 Feb 2019 12:43 PM PST One thing that annoys me about the wait for curing a zombie villager is that you have to wait 5 minutes without anything notable or interesting happening. I think something that should be implemented for this is that textures for the villagers should start changing. At certain marks over the 5 minutes, you start noticing glimmers and patches of normal villager skin within the zombie villagers skin, and their eyes start changing from red to green. There are 4 texture changes over time. Pure Zombie villager. We're just getting started. Small patches and glimmers of normal villager skin and brown-ish eyes. This point is somewhere at the 1-2 minute mark. Large patches of villager skin and dark green eyes, but still has zombie villager skin left. This is somewhere between the 3-4 mark. Villager. The end of the process. I think this would be a perfect time to implement this because 1.14 is a village update, so there still is some work left to be done. I think a lot of people can find waiting for a curing process to be over with can be incredibly boring. Just watch a zombie villager shake for 5 minutes and then it turns into a villager. [link] [comments] | ||||||||||
Bells should call nearby iron golems. Posted: 25 Feb 2019 02:03 PM PST If a bell is placed in a village, when rung, it should call the iron golems set to that home village. They move at normal aggressive speed to a radius around the bell for a short period and then idle in a ready state for twenty seconds or so until resuming their normal slow patrols. This would allow guardhouses and watchtowers players build to act as coordination sites against sieges and raids, while making the bell useful. The bell would simply ring like normal when not in a base. You could also send up strange golem powered machines with pressureplates and automatically activated bells if you were clever. This does not give players much command of golems, but allows a little more interaction without breaking the spirit of Minecraft or overshadowing other blocks' functionalities. It also gives a much needed source of aid for the increasingly difficult prospect of keeping villages alive in newer updates. [link] [comments] | ||||||||||
Posted: 24 Feb 2019 11:26 PM PST Since after some nights and raids the golem will be pretty damaged some type of villager, maybe the blacksmith or the cleric should be able to heal it during the day. [link] [comments] | ||||||||||
Posted: 25 Feb 2019 09:35 AM PST The current text colours are okay, but I'd like to see a few more get added. Firstly, there is no brown. I feel like that should be a thing. Secondly, all the wool colours should have a corresponding text colour. Apart from that, a few more variations of each base colour would be nice, there are currently 4 blue shades. four. I think every colour should have some variations like blue does already. [link] [comments] | ||||||||||
Posted: 25 Feb 2019 05:35 AM PST Since many people think phantoms would fit in the End (visually at least, since conceptually they wouldn't be fun) I figured it would be cool if you could occasionally see a phantom phase in and out of existence for a couple seconds, to make it look like they are using the End as a means of traveling large distances like you would do with the Nether. [link] [comments] | ||||||||||
Posted: 24 Feb 2019 08:12 PM PST It would be cool to have a normal looking bookshelf that puts out a redstone signal when clicked, that could either function like a level or a button The crafting would simply be a bookshelf and either a button or a lever [link] [comments] | ||||||||||
Posted: 25 Feb 2019 03:05 PM PST Here's some ideas as to how they could improve some mob drops, and make some mobs useful. Bats - Bats can now drop Bat meat, which has a 20% chance of dropping. This can be cooked, and provides slightly worse hunger and saturation than Chicken. Essentially, it's not good, but it's a decent alternative when in a cave and needing to find some food. They also can drop Bat Wings, which have a 2% chance of dropping. Bat Wings can be used within a potion called Vampirism, which when you deal damage to an enemy that's been killed, it will recover a portion of the HP back. So, it calculates the remaining HP of the mob left. I also think Bats should be breedable, maybe if you have sweet berries they can be used to breed Bats? These are all ideas to give Bats more of a use, as right now they're more of an ambient mob that doesn't really add much aside from framerate drops. Pigs: Pigs can now drop Bacon, which has a 10% chance of dropping. This can be cooked, and overall it provides slightly hunger than a porkchop, and an additional strength boost for 3 seconds. Sheep: Sheep can now drop Haggis, which also has a 10% chance of dropping. This is similar to Bacon, except it provides a resistance boost for 3 seconds. Polar Bears: Why don't they drop Leather? This is a really strange oversight from Mojang. They should drop probably around the same amount of Leather as a cow. I don't see any problem with this, as they are harder to find than Cows and also attack you. Rabbits: Rabbits have a 10% chance of dropping full leather. I think this will give them a slight buff, and maybe more of an incentive to rabbit farm. Ocelots: They have a 5% chance of dropping their paw, which can be used as a way of increasing your luck. Not sure how it'd work, maybe in the form of a potion. Squid: They have 30% chance of dropping Kalimari, which can be be cooked. They could put it on a hunger and saturation level similar to Chicken. Mooshrooms: Given that they are infected by Mycelium, what about changing the Raw Beef into a different food drop? Maybe they could drop Rotten Flesh instead, or replace the Raw Beef with Mushrooms? Would help differentiate them from Cows, and give the normal Cows a purpose as well. Fish mobs: They drop around 0-3 bones. Gives a nice alternative to bone farming, as you don't necessarily have to hunt Skeletons at night. Turtles: Seagrass? Really? Why would I need to farm animated, underwater grass? I feel this mob needs a much better drop in the form of their shell. Turtles should have a 50% chance of dropping their shell, which can be worn as a form of armour. You can put it in the chestplate spot, and it will act similarly to an Iron Chestplate. Or, as an idea I posted previously, the Turtle Shell can be used as a boat. I posted an idea where the shells could be used within the Nether as a boat. It sounds ridiculous, but being able to traverse Lava in the Nether would be very useful. [link] [comments] | ||||||||||
Posted: 25 Feb 2019 09:14 AM PST Salamanders are a red lizard with bright blue spines on their back. They spawn near lava pools underground and are particularly lazy. If you feed them a gem however they will follow you for a while. Whenever the salamander is within range of lapis lazuli ore, emerald ore or diamond ore they will run towards it until they get out of range of the player. When that happens they will return to the player run around in a circle and then run back to the ore. Feeding it a diamond will make it follow you for an hour while lapis lazuli may only be for 3 minutes. The aphrodisiac of choice for the salamander is prismarine crystals. Design Inspiration in case you need a picture. Full credit to the artist, Chema G. Baena. [link] [comments] | ||||||||||
Posted: 25 Feb 2019 10:50 AM PST I don't know how but it would be epic to catch a vex and turn it into a small angel kind of thing. So you can release it and it will fight at your side. What do you guys think? Any suggestions to make it a beter idea? [link] [comments] | ||||||||||
A few additions for every biome: Tundra (new series, part 1 of lots.) Posted: 24 Feb 2019 08:30 PM PST For whatever reason, I decided to try thinking of suggestions for every biome (not variants, of course. e.g. i'll do badlands, but not modified wooded badlands plateau). This is mostly as a challenge for myself, but I hope I can think of a few good, contributing suggestions along the way. That being said, here's the first of many not-particularly-ordered biomes: the tundra. Both of my ideas for the tundra are new animals. The first new animal is the lemming. Lemmings are very small and quite similar to silverfish. As a silverfish hides in stone, a lemming hides in snow. Rarely, when you break a snow block in a tundra, a lemming will scurry out and hide in another snow block. If you manage to kill one, it drops its whole body as an item. You can use lemmings to tame the second new mob, the snowy owl. The snowy owl is a neutral mob. Attacking one will make it fly up into the sky and swoop back down to attack you, in a similar fashion to the phantom. When you tame a snowy owl with lemmings, it will fly around above your head wherever you go. Like a dog, it will swoop down and attack any animal you hit (the swooping, of course, differentiates this from a dog). What makes this pet different is that it's somewhat efficient at fending off phantoms. When you attack a phantom, your owl will engage in a mid-air battle with it. Owls are pretty similar to phantoms in attack strength and speed, so you'll need a few to kill a whole flock of phantoms. note: foxes attack lemmings, but this match-up is unlikely to occur in-game. that was that, hope u enjoyed x [link] [comments] | ||||||||||
Posted: 25 Feb 2019 05:26 AM PST The idea is that pressing Q will drop it, but holding it and letting it go will cause it to be thrown. This feature can be use for: Redstone: thrown items can reach further distances than dropping, could also activate buttons or flick levers. Combat: throwing weapons can do damage, maybe half or 3/4 of the or original damage, plus takes a lot of durability. Arrows can be thrown like from an arrow but weaker than an arrow shot with no charge. Some items like flame charges, blaze rods/powder and magma cream will cause a small combustion an set the block its on/entity on fire. [link] [comments] | ||||||||||
villager spawning should be tweaked, and villager houses should be a little bigger. Posted: 25 Feb 2019 10:04 AM PST for me villager spawning is a little messed up. like i met village with 8 houses but only 2 or 3 villagers spawn. i think more villagers should spawn in villages. they also easily die from pillagers and zombies, and iron golem don't even help. also villager houses. they are really too small, and they should get a little bigger. there should been an minecraft feedback post link but it was removed because its an "repost" but i didn't seen anything similiar to my suggestion. soo i will soon give link there or someone else can post my idea to feedback site. i won't mind. [link] [comments] | ||||||||||
Skeletons' bows should break eventually Posted: 25 Feb 2019 09:48 AM PST They have infinite arrows AND infinite bows? On a more serious note, this would make sense but also would be a cool way to get bowless-skeletons in survival. Assuming all bows are full-durability, it'd take a skeleton to shoot about 400 arrows (bow's durability) before it broke. [link] [comments] | ||||||||||
Posted: 25 Feb 2019 12:08 AM PST These doors can be made with a tripwire hook and a door. They also generate in Temples, and ruinous structures. What they do: A Fake Door, also known as a Prank Door, literally looks like an ordinary door, that is, until you try to open it. When you try to open the door, it will fall flat, causing anything under it to take damage. Iron ones do even more damage. [link] [comments] | ||||||||||
Wolf becomes domestic dog breed/s when tamed. Posted: 25 Feb 2019 12:26 PM PST Okay, pretty simple idea, really. We've got 11 different cat breeds...but what about wolves? We've had tamable wolves in vanilla Minecraft since forever but when you tame them all it does is put a collar on, and with Minecraft adding in all those different cats I think it would be logical to do a bunch of different dog breeds too. Oh and the breed of dog you get can be dependant on the biome you tame it in, too. You tame one in a normal forest or planes biomes, and you can get common breeds like German Shepherds, Labradors, black and white Sheepdogs, etc but then you tame one in a snowy biome and you get a Husky! Oh, Shiba Inus definitely need to be in there as a reference to the almighty Doge meme. And Border Collies as a reference to Lassie. I know there's some dog breed mods out there but I would like different dog breeds to be part of the vanilla game now. I think it's about time wolves got this kind of update. [link] [comments] | ||||||||||
Please help. How can I post an image/video? Posted: 25 Feb 2019 11:56 AM PST I want to post a suggestion with an image, but the image option is locked for me. Do I need karma or something? Please help. Thanks! [link] [comments] | ||||||||||
Posted: 25 Feb 2019 09:40 AM PST Idea: All mushrooms have an age value. When placed by hand, they have age 0, and when naturally generated, they have a random age. Age is capped at 3. On a successful growth check (i.e. the desired space is empty and it is dark enough), the mushroom increases its age by 1, and then generates a new mushroom at the desired location, with the same age as its "parent". The number of mushrooms from a hand planted mushroom is detailed below.
From the table it is clear that the growth of mushrooms is exponential but capped at 8 mushrooms from 1 mushroom. Now, let's look at the old and current versions of mushroom growth. Old: Mushrooms grow as long as it is dark enough Pro: allows players to create unique low light farms for mushroom harvesting Con: mushrooms infest caves if the player is around enough, meaning players have easy access to food without any effort on their part Current: Mushrooms grow to a maximum of 5 in a 9x9x3 area as long as it is dark enough Pro: no mushroom infestation in caves Con: it is incredibly inefficient to farm mushrooms due to the tremendous space requirement Suggested: Fixes Old Con by limiting mushroom growth, thus forcing players to interact with the mushrooms to grow them, like every other crop Fixes New Con by eliminating the space requirement, thus enabling players to once again create mushroom farms that don't rely on huge mushrooms and bone meal to function This mushroom growth rework eliminates the drawbacks of both the Old and New mushroom growth designs while enabling players to create new mushroom farms. [link] [comments] |
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