Minecraft There are only 2 mushroom types in the game and like a million plant species, I demand equality! |
- There are only 2 mushroom types in the game and like a million plant species, I demand equality!
- With the addition of Leather Horse Armor...
- Cosmic Events
- Mob behavior when attacked by a player that's invisible
- Make snow foxes spawn in any snowy biome
- The Mojang logo should stay changeable
- Potioned Cakes: Eat Cake, get Potion Effect
- Dolphins Pick Up Items Too
- Candlesticks and Chamber Sticks!
- If you feed a mushroom to a cow there is a small chance that it will become a mooshroom
- Bugs such as catapillars and butterflies, worms, fireflies, and snails.
- There should be Mob Variants
- An "alive" variant of the phantom found only in the end (Revised)
- Invisibility No Longer Gives Off Particles:
- Buff Zombies: Changes and Zombie Variants
- Mooshroom Change
- Oranges - A fruit that gives saturation
- Redstone Lanterns
- New Advancement: The golden age.
- New Biome - Volcanic Mountains (featuring the new mob, Overworld Dragon)
- Breeding skeleton horses with regular horses should produce zombie horses
- An update to caves.
- Two ideas. May have been suggested idk.
- Potion of the Turtle Master gives a unique status effect so the potion can be buffed
- Zombie Villages should have zombie horses in their stable
There are only 2 mushroom types in the game and like a million plant species, I demand equality! Posted: 20 Feb 2019 10:09 AM PST What I'm thinking about are white, yellow, green and orange mushrooms. they are colorful and they would look great in the Minecraft world. Imagine how the Mushroom Fields biome would look with all the new giant mushrooms! vote on feedback if you want to :D [link] [comments] |
With the addition of Leather Horse Armor... Posted: 20 Feb 2019 12:40 PM PST How about Horse Armor Stands? Similar to the armor stands for humans, but instead you can display your leather/iron/gold/diamond horse armor and perhaps saddles as well. Would look awfully nice in stables and/or shops. Especially if you were selling custom-dyed horse armor! Just a thought I had :) [link] [comments] |
Posted: 20 Feb 2019 08:34 AM PST I would love to see random cosmic events on some nights, such as meteor showers or auroras. They would be purely visual, and would add nothing game-changing to MC. [link] [comments] |
Mob behavior when attacked by a player that's invisible Posted: 20 Feb 2019 08:59 AM PST When you attack a mob while invisible, the mob should try to attack you in the general direction that they got attacked from. This is to make it look like the mob knows where it's being attacked from, but doesn't know who attacked it. It won't chase you while you are invisible. [link] [comments] |
Make snow foxes spawn in any snowy biome Posted: 20 Feb 2019 01:43 PM PST Been a while since I've made a suggestion. The creature we've all been waiting for is finally here, foxes! Along with a white fox variant. However. What bothers me about the white fox is that it only spawns in snowy taigas. Which makes no sense to me. They don't spawn in snowy plains, snowy tundras, ice spikes, it doesn't really make sense. It comes out as red foxes. It's more of a small tweak, but make it so white foxes spawn in any snowy biome if using a spawn egg. I know this is a taiga only animal, but would still be nice to see. [link] [comments] |
The Mojang logo should stay changeable Posted: 20 Feb 2019 09:51 AM PST 19w08a removed a "bug" which made it so resource packs can change the Mojang logo. And so in this version, the bug is fixed, and now we can't change it anymore. Why?.. I get that they can do whatever they want with their logo, but if you're gonna let us still change the credits or even the word "Minecraft" in the title, this makes no sense. Minecraft has the most relaxed and inclusive way of letting the players change game textures than in any game I've ever seen, limiting something from being changed just feels.. wrong. Everyone knows the game is developed by Mojang, even new players, because they will always see this logo whenever they first start the game, because using resource packs comes at a later, slightly more experienced stage of a typical player. It's a little thing, but even the little things are important if they're preventing us from being just a little bit more creative. [link] [comments] |
Potioned Cakes: Eat Cake, get Potion Effect Posted: 20 Feb 2019 01:05 PM PST Cake is a cool block--the only edible one in the game--but at this point it's rather ineffective as anything other than decoration, really. For that reason, I suggest being able to craft potions into cake, so that each time a player eats a slice of the cake, they get the (reduced) potion effect that they were made with, along with the normal amount of hunger points. We're already getting suspicious stews, so why not something more interesting? You wouldn't be able to tell the cake was spiked when it was placed, which would lead to more interesting shenanigans. [link] [comments] |
Posted: 20 Feb 2019 09:57 AM PST Hey, if foxes can steal my stuff why can't dolphins? They already interact with dropped items, so why not pick them up? Pretty simple, but apparently no one's said this yet. [link] [comments] |
Candlesticks and Chamber Sticks! Posted: 20 Feb 2019 01:35 PM PST Candles would act like torches, but would be slightly dimmer, and would be crafted by using two wax (Maybe they could come from beehives if Mojang adds them?) and one piece of string. The Chamber Stick would act as a handheld light source, (When combined with a candle by putting them together in a Crafting Table.) and can be crafted with 4 gold ingots. (Here are a couple examples of how the recipes would look in the crafting interface.) [link] [comments] |
If you feed a mushroom to a cow there is a small chance that it will become a mooshroom Posted: 20 Feb 2019 01:23 PM PST I always felt like the process of shearing a mooshroom to get mushrooms had to be reversible, since mooshrooms only spawn in mushroom islands, a very rare biome type. If you shear a mooshroom by mistake, unless you live near a mushroom island you'll probably have to travel hundreds if not thousands of blocks in order to get a new one, which can be really annoying. But I like the idea of mooshrooms being a very rare animal, so I think that the chance of a cow becoming a mooshroom by eating mushrooms should be very low, somewhat between 0.5% and 1.5%. This means that, on average, the number of mushrooms you should feed to a cow to turn it into a mooshroom is more than a stack (67 mushrooms with 1.5%, 100 mushrooms with 1%, 200 mushrooms with 0.5%). Of course, now that we have brown mooshrooms too, the mooshroom type depends on the mushroom that you feed to the cow. If you use red mushrooms, you'll get the old red mooshroom, and if you use brown mushrooms you'll get the new brown mooshroom. [link] [comments] |
Bugs such as catapillars and butterflies, worms, fireflies, and snails. Posted: 20 Feb 2019 01:40 PM PST Bugs can be used as bait for fishing to increase your chances of catching rare items. They can also be as food restoring 1/2 a hunger. Plus, you can also collect snails slime with a bottle and convert it into slimeballs. [link] [comments] |
Posted: 20 Feb 2019 01:28 PM PST This may be very requested and if it is just let me now I will take this down no problem. With that out of the way: My idea is that mobs should have various skins, for example: Zombies could have an Alex variant, Creepers could be like chameleons making them have the reason of their color actually a working idea (Creepers are green so they could be camouflaged with the grass back then), Zombies and Skeletons could be frosted in snow biomes, the Zombie Pigman could have levels of rotting (same for Zombies) and Snow Golems could have different faces or pumpkins! There is a texture pack that adds mob variants and I think that's a great example [link] [comments] |
An "alive" variant of the phantom found only in the end (Revised) Posted: 19 Feb 2019 06:28 PM PST I know a lot of people would like the phantom to return to the end, but the developers apparently do not want the phantom to be in the end category and other complications make it seem unlikely that we may ever see them in the end again. However, I feel that I have come up with a solution both the people and the developers can agree on: The Alive Phantom. Basically a non-undead version of the current phantom. The lore for these things could be that they travel to other dimensions to eat sleepy players. However, they become undead in the process (maybe because their light bodies cannot handle inter-dimensional travel as well as endermen can), becoming weaker and sensitive to light. Appearance The alive version of the phantom will have a texture similar to the original phantom texture, but with the current phantom proportions. They also have legs for reasons explained in the attack patterns section, and their wings will be a similar shape to they elytra, giving an actual explanation as to where the elytra came from and why it can only be found in the end. Spawning and behavior Unlike the phantoms in the overworld, the alive phantoms will not spawn based on insomnia. They will spawn just like every other mob using the normal mob cap (EDIT: requiring a light level of 7 or below and a block underneath). The alive phantoms will populate about 20% of the end this way, normally being found in groups of 2-4. Alive phantoms will be neutral except to players who have not slept for 3 days. They will also drop slightly more phantom membrane than the overworld ones (like 1-3). Attack patterns On the original post, it was brought up that phantoms would be unfair in the end due to them being able to easily knock someone off a bridge and into the void. So the alive phantom, instead of attacking like that, will attack in a way that is much more fair and maybe even helpful. When alive phantoms target a player, they will grab on to the player with its legs and lift them into the sky. Every few seconds the alive phantom will take bites off the player, dealing damage. Surrounding alive phantoms may even try to swoop and take bites while the player is being carried. The player can attack the alive phantom while being carried this way, and when you kill the alive phantom, instead of disappearing in smoke, it stays on the player's back as temporary elytra wings until the player lands. Common arguments against having phantoms spawn in the end:
[link] [comments] |
Invisibility No Longer Gives Off Particles: Posted: 20 Feb 2019 12:47 PM PST Particularly for PvP. Players using invisibility cannot use any armor whatsoever, reducing their protection greatly. However, a player is still noticeable through their particle effects, especially when sneaking. [link] [comments] |
Buff Zombies: Changes and Zombie Variants Posted: 20 Feb 2019 06:04 AM PST I've been looking at the Zombies, and I do think that they're under utilised and lack a core purpose in the game. While some variants such as the Husk and The Drowned are good starts, they still feel very tacked on. Here are some ideas as to how Mojang can improve the Zombies.
I feel like this would be a good way of buffing Zombies, and making them a more interesting threat. They will home in on an 'uninfected' mob, and proceed to attack it until it transforms into a zombified variant. This could range from all the animal mobs (Wolves, Ocelots, Cows, Sheep, Pigs, Rabbits, Polar Bears, Turtles, Foxes, Chickens and Bats.) It could also work on other mobs such as the Illagers. However, certain mobs will be immune to it. For example, undead mobs cannot be infected. Furthermore, any utility mob like the Iron Golem and Snow Golem are completely immune to it. I also think other mobs such as Witches and Enderman should be immune. The main reason for this is because Zombies feel very inconsistent. We have Zombie Horses and Pigmen, which have no actual reason to them and just seem random choices. If Horses can get infected, why not the other animal mobs? I also don't believe this will be difficult to program, simply just a few more lines of code that can be added to the chosen mobs that can be infected. However, it will mean more textures would have to be designed for the mobs, so I can see this possibly being a no. Another problem that could persist is all the animal mobs would get infected, thus meaning farming animals is more challenging.
Not sure what this would add, but it'd explain where Skeletons originate from. Perhaps if a Zombie is on fire or is burning, it has a small percentage chance (around 1%) to become a skeleton. The difference here is that the Skeleton will naturally not a have a bow, and would attack similarly to a Zombie, or use any weapon it finds. This could also apply to Zombie Horses, who after burning have a 1% chance of becoming a skeleton horse.
Is there any reason why this not a mechanic? Gives Rotten Flesh an actual purpose, and wouldn't be that game breaking. Plus, it would help out if there were no Cows available, and would be far superior to the boring Rabbit Hide.
Idea with this mob is that it throws its 'rotten flesh' at you, and will use it as a ranged weapon. The range along with damage is pretty terrible, but if it hits you, it does poison damage. It would visually resemble a normal Zombie, except decomposing a bit more and has some of its flesh exposed. HP: 30 Attack Speed: Medium, slightly lower than Skeleton's. Drops: 0-2 Rotten Flesh
When you kill this zombie, it will burst maggots everywhere (a new mob) which when coming into contact are poisonous. This acts kind of like a kamikaze mob. Maggots have pretty low HP and can easily be killed, but you still want to watch out as they can damage the player. HP: 26 Drops: 0-2 Rotten Flesh, as well as maggots which need to be killed What do you think? I think Zombies really do need more of a rework. [link] [comments] |
Posted: 20 Feb 2019 11:04 AM PST Now that the new snapshot has blessed us with brown Mooshrooms, I thought about a potential "Mixed Mooshroom". Just like a normal Mooshroom, but half red and half Brown. Very rare natural spawn. Rare breeding spawn. Mixed Mushroom Drop:Shearing this rare Mixed Mooshroom will drop 1-3 Mixed Mushrooms (if you are lucky, it can potentially drop normal brown & red mushrooms), which can be used to make Mushroom Soup. The Mushroom can be eaten by itself and can grow on only mycelium. Brewing this will give the player a haste potion, while inverting it with a Fermented Spider Eye will apply Mining Fatigue. [link] [comments] |
Oranges - A fruit that gives saturation Posted: 20 Feb 2019 08:33 AM PST Oranges are a new fruit that can are sometimes dropped from birch leaves, like apples with oaks. As it is rich in vitamins, it heals less hunger (3) than an apple, but its saturation value is higher (apple saturation points= 2.4) (The orange has more saturation than the apple) . Oranges can be traded with villagers, tame parrots, and crafted into meals, including Orange Pie (which is more saturating but less filling than pumpkin pie) and gold ingots to make a Golden Orange (which gives Regeneration 2 and Saturation). Oranges can be brewed into a Saturation Potion (level1= nether wart + orange) , but a Golden Orange is required to brew a Saturation II Potion. Redstone has no effect on the duration. Support this idea in (click ----->) https://feedback.minecraft.net/hc/en-us/community/posts/360041829312-Oranges-A-fruit-that-gives-saturation , (to be able to see the idea and vote , you have to log in with your outlook account)[link] [comments] |
Posted: 20 Feb 2019 02:26 PM PST I may have missed this, but just incase... Since we already have redstone lamps and we are getting lanterns, I'd love to see Redstone Lanterns that give off a red light. [link] [comments] |
New Advancement: The golden age. Posted: 20 Feb 2019 02:13 PM PST To complete this Advancement, you must have all objects related to gold in your inventory. Items needed to complete the Advancement: (you have to have them in your inventory)- gold ingots - full gold armor - all the gold tools - gold nuggets - golden horse armor - the golden ore - all golden apples (common and notch) - the rails - the golden carrot - and a block of gold Support this idea in (click ----->) https://feedback.minecraft.net/hc/en-us/community/posts/360041608811-New-Advancement-The-golden-age-, (to be able to see the idea and vote , you have to log in with your outlook account)[link] [comments] |
New Biome - Volcanic Mountains (featuring the new mob, Overworld Dragon) Posted: 20 Feb 2019 12:33 PM PST The Biome - "Volcanic Mountains" This biome will largely resemble an extreme hills biome in terms of topography, however, it will contain little to no grass or vegetation (and whatever grass blocks it does have will be a very brown-ish color, akin to desert grass). There will be large deposits of lava, whether in the form of pools or lava flows from mountains. These will make this biome difficult to traverse for most players. The biome, however, will contain a new village type, which will contain villagers acclimated to the hot and craggy biome. This village type will have a low chance of having a Nether Portal within its village. Obsidian deposits will appear periodically in this biome. On top of it all, there will be the "Volcanic Mountain M" biome, which is where the biome gets particularly interesting... This M version of the biome will feature very stark and craggy cliffs, akin to a Savanna Hills M biome. Obsidian will be a lot more common, often forming random "spikes" and pillars off of the land. And the most interesting part of the Volcanic Mountains M biome... The Mob - "Red Dragon" Spawning only on a special "structure" known as the "dragon nest", the Red Dragon will be native to the Volcanic Mountains M biome. The "dragon nest" will often have a few gold blocks lying around--what dragon doesn't love gold? There will also be potential for 0-3 dragon eggs to be found in the nest. Incubating them--which would entail putting them within a block of lava or fire--would result in them hatching a few days later, and depending on how well they're taken care of by the player, may become a full fledged Red Dragon boss (detailed next) or a friendly Red Dragon (much weaker than the usual dragon, but will not harm the player, can be put on a lead, and will attack both passive and non-passive mobs alike). Regarding the boss Red Dragon... A discovered Red Dragon will be found laying on its nest asleep, and waking them up will be very difficult (wouldn't want a player to stumble upon a boss fight without wanting one). The dragon, when asleep, will have complete protection against damage--its hard red scales are its natural defense. When it's awoken, however, it will be vulnerable to attacks. To awaken the dragon, one must create some noise. This can be done in a number of ways...
When the dragon is awoken, it will awaken as a boss. However, its damage potential will be much lesser than that of the Wither or its Ender Dragon counterpart. Rather than destroy blocks, it will shoot fire while in flight, or while landed, it will bite and slash at you. Upon successfully slaying the dragon, it will drop a few random goods. Likely gold and some other things. [link] [comments] |
Breeding skeleton horses with regular horses should produce zombie horses Posted: 20 Feb 2019 02:05 PM PST The title explains it well enough. Just an idea to implement the unused mob in survival game. [link] [comments] |
Posted: 20 Feb 2019 08:36 AM PST Caves in minecraft have been the same ever since the Alpha phase of the game and I feel it's time that the caves in minecraft should have an update. Sure there ravines, mine-shafts, dungeons, and more but to put it simply the caves really have no special aspects which make them quite boring if you been playing the game for a long time. In this video by a minecraft you-tuber named Ant-venom he gives some really good ideas about how an update to the caves would look like and more info about how caves can be changed. https://youtu.be/T8oKYvfZt3E. I know others may have suggested this idea but I agree with them that our caves really need an update. Let me know if you guys have any ideas. :) [link] [comments] |
Two ideas. May have been suggested idk. Posted: 20 Feb 2019 12:13 PM PST So firstly. The zombie mob head. This already exist but what if while we wore it they became neutral unless attacked. Maybe one or two would follow you around here and there. If any are attacked all zombies in that chunk become hostile as if "busted" pretending to be a zombie. Zombie villagers arnt fooled though. Secondly is for in ocean ravines, ocean caves and coral only. A new mob that can only be found there. An octopus. It changes to the texture of the block it lands on. It arms move similar to sea grass but are also textured. This way they have camo as they do in real life but can still be spotted as well. They can drop various trasures. Making the deep dive worth it. First suggestions ever go easy on me! [link] [comments] |
Potion of the Turtle Master gives a unique status effect so the potion can be buffed Posted: 20 Feb 2019 10:13 AM PST If it gave "Turtle Master" as an effect, then you could theoretically tweak that effect to make the Turtle Master potion better. Because as of right now, it kinda sucks for how annoying and hard it is to get. [link] [comments] |
Zombie Villages should have zombie horses in their stable Posted: 20 Feb 2019 12:36 AM PST So the zombie villagers were added and I had this brilliant idea that zombie horses should spawn in the stables if it's a plains village. This just makes so much sense! And of course, finally a way to obtain these in survival. If it doesn't get added I'll make a data pack for this uwu [link] [comments] |
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