Minecraft Drowned own loyal tridents, not infinite |
- Drowned own loyal tridents, not infinite
- "Free roam" Mode for dogs, cats and parrots.
- Why do End Stone Bricks have such low blast resistance? Shouldn't they have the same blast resistance as End Stone (45)?
- Elder Villager
- Dead skeletons miners in mineshafts
- Option to compress the disc space a world takes up by only saving the seed, entities, and blocks that have changed from the seed
- Penalty for losing a raid.
- {Arrow: } NBT Tag
- Allow multiple tiers of ore/gems for enchanting.
- You can put the bell item around a cow's neck, but it has a use.
- Colored text for items
- Raw Squid and Calamari
- “Catfish”
- Fish (as mobs) are attracted to fishing poles
- Colored Mine Carts
- Tipped swords
- Construction stuff for survival.
- A small change to drowned
- Hero of the village changes
- A new use for melon and glistering melon.
- Enderman overhual
Drowned own loyal tridents, not infinite Posted: 30 Mar 2019 08:14 AM PDT Instead of littering the seafloor with an infinite amount of tridents thrown at you, drowned should only use one trident with the loyalty enchantment. Tridents dropped won't automatically have loyalty, just like how bows dropped by skeletons don't all have infinity. This simple suggestion would make it so that fighting a drowned using a trident won't leave a ridiculous mess, and makes it possible to know where your own trident has landed without having to swim through the dozen other tridents you can't pick up. Also vote for this idea on the feedback site! [link] [comments] |
"Free roam" Mode for dogs, cats and parrots. Posted: 30 Mar 2019 11:31 AM PDT We all know dogs, cats and parrots right? They sit and follow you, but, they only do that? Boring right, it really makes me feel a little bit odd making enclousures and full areas for my pets, even when they will only seat. Thats why, my suggestion will fix that. Instead of right clicking to them to sit and follow, it would go to an order. Follow ----> Roam ----> Sit And the cicle continues. This addition would add more life to these pets, making them more less, "slaves". While roaming, they would just walk around, acting like their not tamed counterparts. Note: When saying "acting like they are not tamed" means they will just walk randomly, so cats will try to not kill animals, or run from players. Wolves will not kill any mob." [link] [comments] |
Posted: 30 Mar 2019 11:13 AM PDT End stone brick seems like a nice material to build with, but it just doesn't make sense that it has the same blast resistance as sandstone and netherrack, and not end stone. It should at least have the same blast resistance as cobblestone, if not more. [link] [comments] |
Posted: 30 Mar 2019 08:46 AM PDT While we are ongoing with Village updates and changes, I think I may have a solution for both simplifying Villages as a whole, while allowing the technical players have something similar to their old mechanics. Introducing: The Elder Villager. Any Village that naturally spawns will have one. He will have no trades. He will, however have a home in the Village, and having access to that home sets the center of the village. This means a door, covered but with nearby sky access, and a bed to sleep in. His purpose is to define a village. If there is no current Elder Villager, only a master-level Villager will promote to him. This means losing that master villager. However, presence of an Elder Villager would be required for breeding, and iron golems. Gossip with him would be required for spawning a golem, sort of like getting permission to construct one, and gossiping with him, after meeting the requirements (no current Golem, or maybe even no golem per so many villagers) would be the trigger to spawn a Golem. There is some trade-off, but it would bring some immersion, some technical play, and I think it'd be neat. [link] [comments] |
Dead skeletons miners in mineshafts Posted: 29 Mar 2019 05:46 PM PDT Theyd spawn in mineshafts with a helmet that has a rare drop chance and would be holding either a shovel or pickaxe, they would be either iron or stone one attack doing 2-2 1/2 hearts of damage and theyd have the same health as a normal skeleton. The helmet when worn would shine the area around you for 3 blocks. Edit: the helmets would have a small candle or torch on top. [link] [comments] |
Posted: 30 Mar 2019 07:44 AM PDT Why should every single block be saved when you only need to save the blocks that have been changed? Because of the seed, it can regenerate all the unchanged blocks every time. [link] [comments] |
Posted: 30 Mar 2019 01:12 PM PDT Currently, there's no penalty for the Illagers winning a raid apart from the loss of the Villagers obviously. I propose, similar to the "Hero of the Village" effect that the player receives a new effect that means other Villagers won't trade with them and Iron Golems will target them. Perhaps something like "Village Idiot" [link] [comments] |
Posted: 30 Mar 2019 01:02 PM PDT Simply a NBT Tag for entities that use bows/crossbows that states what arrow it uses. Vote for it on the official feedback website: https://feedback.minecraft.net/hc/en-us/community/posts/360043179092--Arrow-NBT-tag [link] [comments] |
Allow multiple tiers of ore/gems for enchanting. Posted: 30 Mar 2019 03:05 PM PDT The problem with enchanting now is, high enchants like for example fortune III are extremely hard to get as I described here: https://www.reddit.com/r/Minecraft/comments/b7gajr/did_fortune_iii_probability_get_changed_since/ Instead of making level 30 spending 3 lapis yielding the best enchantments. The system of enchanting needs to be reworked to not just allow lapis, but also allow say, rubies, or maybe topaz, amethyst, something like that. Possible scenario
Why this is better than what we have
If I still haven't made you believe the current enchanting system is pure luck and grinding based. Look at how popular XP farms are. And what is their prime directive? Enchanting. How often do you find yourself enchanting stone swords with 1 lapis to get fortune III to show up in the previews? Did you remember the days where a forIII or silk I, with effIV and/or unbIII could be a thing on your first try: https://youtu.be/Bs7wBTpQfSY?t=1261 https://youtu.be/taDbwsst_0w?t=1439 (obviously this is luck based, but still, now, I think it's impossible, or it's an incredibly low chance) I enchanted about 150 pickaxes and got 0 of those, good ol' forIII effIV unbIII picks. While I remembered in the old days, I used to come across them quite often... Anyways. I hope you like the suggestion, maybe the low chance for good enchants is also a bug? [link] [comments] |
You can put the bell item around a cow's neck, but it has a use. Posted: 30 Mar 2019 01:16 AM PDT What would this new use be?Aside from giving cows a little more personality, putting a bell item around a cows neck would allow the player to right click on the cow and ring the bell to reveal mobs around that cow. This would function like the bell does in the current snapshot with it revealing raid mobs when rung by the player. [link] [comments] |
Posted: 30 Mar 2019 01:59 PM PDT Currently.in game there is no way to change the color of the text above an item on survival. I propose when you put an item in an anvil, if you add a dye, then it will die the name of the item to the specified color for 1 extra level of xp. This would be a nice feature that allows for more creativity when naming items. Thank you for reading :) [link] [comments] |
Posted: 30 Mar 2019 04:42 PM PDT Currently, squids are one of the more useless mobs, which is not good considering their rarity. I suggest giving them another use- to drop good food. This will make squids very useful when exploring oceans. I suggest squids drop raw squid. Raw squid has a chance of poisoning the player. Cooking a squid will get you Calamari, which cannot poison the player and is worth more (in hunger points and saturation) than cooked chicken. If you liked this suggestion, vote here where it really counts and where Minecraft employees will actually see it: https://feedback.minecraft.net/hc/en-us/community/posts/360043181492-Raw-Squid-and-Calamari [link] [comments] |
Posted: 30 Mar 2019 12:27 PM PDT This is kind of a serious suggestion, and I think it fits with MC's aesthetic. I think there should be... catfish! No, not the fish catfish, but a CAT. FISH. A swimming water cat. It doesn't have to be tamable or anything, i just think this would be kinda humorous and I think it would fit in. [link] [comments] |
Fish (as mobs) are attracted to fishing poles Posted: 29 Mar 2019 06:48 PM PDT When you're fishing, fish (again, as mobs) will swim around your hook. You can catch them when they pull on the line. When there's no fish around, it's like how fishing is currently. Catching special items will be how it is today. Thanks for reading! And if they already turned this down, well. I hope they didn't do that. [link] [comments] |
Posted: 29 Mar 2019 11:49 PM PDT If you're like me, you have multiple rails to places. I love the idea of color coding the carts to each place and/or person. [link] [comments] |
Posted: 30 Mar 2019 07:05 AM PDT At the moment we can make tipped arrows for our bows, but we can't do the same for swords. What I suggest is putting a sword and a normal potion in a crafting table (can use a cauldrons as well in bedrock) it tips the sword with that enchantment. To make it more balanced because after you shoot a tipped arrow it's gone, I propose making it so that it is tipped for as many hits as 1/10 of the time of the potion. For example if you tip a sword with a 3 minute potion, then it lasts for 30 hits. Of course potions can't stack on a sword, it is only 1 potion at a time. Thank you for reading :) Edit: exactly how long it lasts is up for debate and I would love to hear more ideas! [link] [comments] |
Construction stuff for survival. Posted: 29 Mar 2019 06:56 PM PDT This is really more of a pipe dream than anything, but I thought it'd be neat to post here. First of all, I think they should add a new Hard Hat item that's crafted with three wood in an upside down "V". While it doesn't give any armor, it can protect the wearer from being suffocated by breaking any falling Gravel or Sand like it were a placed torch. It has the same durability as a leather cap. Second, Wooden Scaffolding is crafted with Wooden Planks and Sticks in an "H" shape with the sticks in the middle. It can't be placed as far outward compared to regular scaffolding, but is cheaper and more accessible than regular scaffolding if you live far from a Jungle biome. Lastly, a Lead can be attached to a fence post then equipped in the chest slot to make a safety harness. When you fall off the side of a wall you're working on, it can catch and hold you a few blocks in the air. You can then place a block beneath your feet and unequip it to get it back. This utility can extend far beyond construction into general exploration and caving, but is more or less hindered by needing to find slimeballs to make leads. [link] [comments] |
Posted: 29 Mar 2019 05:24 PM PDT All the other variants in the game give some kind of debuff when they hit you. Husks give you hunger and strays give you slowness. Therefore it only makes sense that drowned do something to you as well. This is why I propose that when they hit you they remove 1 bubble from your breath meter. This would make them consistent and add a little challenge and life to an otherwise boring mob. Thank you for reading :) [link] [comments] |
Posted: 29 Mar 2019 05:32 PM PDT In the 1.14 snapshots, we got a new effect called "hero of the village". You get this after you beat a raid. But this comes as a status effect, which means it will go away if you drink milk, and also, the effect also takes effect on other villages far away, so it doesn't make sense. The way it's presentedThis shouldn't be an status effect anymore. It should be a data or tag that is applied to you. After you beat the raid, all villagers in the village should have this data stored within them. And should recognize that player as their hero and not just some random player. This also stops the effect from being removed by milk Removing the tagHowever, just because you can't remove it with milk, it doesn't mean that you can't remove it from you. When you get this tag, your village popularity will jump to 10 (max), if it gets below 0, then you will lose the tag [link] [comments] |
A new use for melon and glistering melon. Posted: 30 Mar 2019 01:26 AM PDT (First of all, the player should be able to eat glistening melon for this post to make sense. I mean, the player can eat an apple with 72 gold ingots on it so let them eat a shiney melon) New use for the melon types:After the player eats melon or glistering melon, they would then be able to holster the seeds as weapon and then be able to spit them out to deal damage to entities. The glistering would do more damage then the regular (3 hearts compared to 1½). Right now melons (aside from cookies) are one of the most useless food items in the game. I think this would add a fun mechanic that might encourage the player to eat melons more and get a benefit out of it instead of just getting ½ food notch for every melon. [link] [comments] |
Posted: 30 Mar 2019 03:01 AM PDT Endermen are tall black creatures that wander around the world. They are great and all, but they haven't gotten a change for like, years now. They have been mostly the same for a long time. VariantsWanderer---Wanders around your world. Travels in hauntings of 2-4. Gets angry when: 1) Another endermen in their group gets angry 2)When they get hurt 3)when you stare at them Outcast---Travels alone, unlike wanderers but otherwise pretty much the same Exile / Angry Endermen---Kills everything, even other Endermen. Wanderers and outcasts don't get angry when you hit exiles. The other variants often avoid exiles AIWanderers---Picks up surrounding blocks, passes them to other endermen in their group; Avoids water, lava and exiles; Crowds around light sources, however, they lose interest after a while Outcast---If near village, wanders around, roams around the streets at night; If in the wild, picks up flowers, places them back down after a while Exile---Can detect villagers and humans within a 50 block radius, but they won't chase anything that stays 25 blocks away. Mobs in the 50 block radius will be glared by the exile. Will actively try and kill animals. Mob to Mob interactionsVillagers---Villagers are scared of endermen, they never look them in the eye and villagers run away Pigs, cows, sheep and rabbits---These mobs are afraid of endermen and always try and run away even if they are still neutral Iron golems---Kills endermen that wanders too close to a villager [link] [comments] |
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