Minecraft ability to place glass panes and iron bars horizontally (with picture) |
- ability to place glass panes and iron bars horizontally (with picture)
- Alternative to healing iron golems
- Keep some parts April Fool Update As a Settings
- What if fireworks could destroy blocks if shot from a crossbow?
- The Ironcorde - Monster of the DAY Sky
- MAGNET BLOCK: A new redstone component and some new ores(Not an april fools joke)
- Flaming arrows should use the torch flame texture instead of the square flame block texture.
- Dont know exactly how this would funtion but newly built Iron Golems would have a "clean" Skin
- Being able to leash any mob in Creative Mode
- Ability to craft string with cobwebs on Java Edition (and vice versa)
- Silt, the superior farmland
- Double Doors Open Together
- When killed an summoned Ender Dragon, the player gets an Explorer Map that indicates the location of the Dragon's Egg or the owner's location
- The best fish ideas
- Metal Items With Full Durability Smelt to an Ingot
- Spiders should seek out shadows during the day, just like skeletons
- New weapon balanced around bypasses armor
- New villager type: the Factotum
- Village buildings shouldn't be the only structures to be updated.
- Villager workstations needs to be more deliberate.
- Rare snow in desert/forest biomes
ability to place glass panes and iron bars horizontally (with picture) Posted: 01 Apr 2019 01:54 PM PDT sorry for the glitched texture of the corner iron bars [link] [comments] |
Alternative to healing iron golems Posted: 01 Apr 2019 06:12 AM PDT Currently, iron golems are expensive to create and sort of useless considering one raid can completely wipe a village of its golems. Healing iron golems with iron seems to be commonly suggested method, but here is my approach. I think it would make for more interesting gameplay. When iron golems reach a certain % of their hit-points ( eg. 10% ) the iron golems go into " heal mode " where they stand perfectly still with closed eyes and slowly regenerate health. This means the golems are effectively invulnerable ( if left alone by the player ) however the golem would have periods in which it couldn't defend a village because it needs to heal first Edit- thank you for all the upvotes, this got way more attention than anticipated. Extra notes People have been commenting about iron farms, a solution to this would be to make iron golems still able to take damage whilst healing, however I think mobs should not attack iron golems whilst they are in heal mode as they have no way of fighting back. This means iron golems can only be killed deliberately ( ie. lava ). If an iron golem has say + 40% health, it can switch from heal mode to combat mode whenever there is a risk to the village. However if it is still healing and has less than 40% health I think the golem should ignore all threats to the village in the interest of its own safety. [link] [comments] |
Keep some parts April Fool Update As a Settings Posted: 01 Apr 2019 10:02 AM PDT Keep the graphics sounds and GUI as Retro settings in the Accessibility settings kinda like Super Secret Settings. It brings some unique way to play the game. [link] [comments] |
What if fireworks could destroy blocks if shot from a crossbow? Posted: 01 Apr 2019 01:33 PM PDT I think fireworks acting as bombs when shot from a crossbow would be cool :D [link] [comments] |
The Ironcorde - Monster of the DAY Sky Posted: 01 Apr 2019 06:27 AM PDT Meet the IroncordeHere is another mob to go along with the Solarcorde that I had left out of Up Up and Update: Sunshine Edition. I omitted it because i believed it didn't really fit in Minecraft. But I want to show it to you anyways. The Ironcorde is a 1985 Piper PA-31T Cheyenne turboprop aircraft that spawns in the same area as the Solarcorde (Above the world build limit up to sixty blocks.) BehaviorThe Ironcorde is hostile. If you fly behind the mob, it will begin to release a trail of smoke behind it that inflicts you with the new Dewoken status effect which causes your entire view to bend slightly making the horizon curve. If you fly infront of the Ironcorde, it will chase you down and suck you into it's propellers. This deals immense damage, but the Ironcorde's propeller will burst into flames as well and it will fall to the ground and die. DropsWhen killed, the Ironcorde drops 1-36 fuel buckets. You may use it as fuel in a furnace. It will not function to smelt iron ore or equipment and it will certainly not melt iron bars. ConclusionThank you all for reading my suggestion. This has honestly been an idea I had for years now, long before i began suggesting on reddit. I hope you like it. Sdit: Why am you downvote succestion it is best succestion i ever maked. [link] [comments] |
MAGNET BLOCK: A new redstone component and some new ores(Not an april fools joke) Posted: 01 Apr 2019 02:36 PM PDT "A neodymium magnet (also known as NdFeB, NIB or Neo magnet), the most widely used type of rare-earth magnet, is a permanent magnet made from an alloy of neodymium, iron and boron to form the Nd2Fe14B tetragonal crystalline structure." From Wikipedia Components: Neodymium Ingot: To obtain a Neodymium ingot, the player must go mining for Neodymium ore. Neodymium ore will spawn as rarely as Emerald Ore, and only in veins of one, however it will be found in any biome, not just Extreme Hills. Upon smelting Neodymium ore, the player will acquire a Neodymium Ingot. This ingot will be a silvery-white color, and the ore will also share that color. Boron Ingot: Boron in real life is very difficult to be obtained purely. However, this is minecraft, where you can get a swimming speed boost from swimming with dolphins. So on the topic of water, Boron Ingot can be acquired by smelting a new ore called Sassolite. Sassolite Ore can be found in naturally generated lakes very rarely, however it is much more common in Desert Lake biomes. It is yellow in appearance, and the ore can take two forms, either yellow spots in sand(when spawning in desert lake biomes) or yellow spots in dirt(when spawned in naturally occuring lakes). When broken with a shovel, the ore drops 1 Sassolite. You can obtain more by using Fortune. When the Sassolite is smelted, it turns into Boron Ore. Iron Ingot: Iron is already in minecraft. Crafting: In order to craft a Magnet block, you need to craft a Neodymium Magnet first. This is done by placing a Neodymium Ingot, a Boron Ingot and an Iron Ingot in a crafting table. This will give you a Crude Neodymium Alloy, which when smelted, will give you a Neodymium Magnet. In order to craft the Magnet Block itself, you will have to use the following recipe(Iron Ingot serves as Neodymium Magnet): Recipe Uses and effects: A magnet block functions exactly like a Slime Block, however it has more specific uses. Since in real life Neodymium is a really strong magnet, it will grab not only blocks on it's sides, but blocks that are diagonally attached to it too. The catch, however, is that it can only stick to blocks that are crafted using Iron. So while it won't pull a Concrete block or a Gold block, it will pull an Iron block or a Hopper, or even Anvils and Pistons(only the part with stone, not the wooden part). Magnet blocks will also stick to each other, and any block that is touching the magnet block will gain the "Magnetized" property, which allows it to pull other blocks made of Iron, so long as they're touching the magnetized block. Magnetized blocks only stay magnetized while being touched by a Magnet Block. Magnet Blocks and Magnetized Blocks lose their Magnetism when powered by redstone. Magnet Blocks regain their magnetism after being unpowered, and Magnetized blocks will not until they are re-magnetized by a Magnet Block. Another great use for Magnet blocks is... Traps! You heard me. Any entity wearing Iron will be pulled towards the Magnet Block slowly, and gradually accelerate towards it the closer they get. This effect only works for entities within a 16 block radius of the Magnet Block. Blocks that are Magnetized will have the same effect, but a weaker pull, with a radius of only 8 blocks. The catch is, for a Magnetized block or a Magnet block to attract any entities to it, there must be at least one face touching air blocks, and that face will attract anything in an air block. This makes it so that people can't just bury magnets and dig one block next to it to activate the magnetization. Players wearing any piece of Iron armor, mobs wearing any piece of Iron armor, horses wearing Iron Horse Armor, any type of Minecarts and Iron Golems will be attracted to these blocks until they are on top of the blocks. When there, these entities cannot move until they remove the Iron Armor they are wearing. In the case of the Golems, they will remain stuck until the block is destroyed or blocked. If a magnet block is above an entity, the entity will go up in the air towards it, but only up to a certain height since the pull of the magnet gets weaker the farther away it is. Dropped items that have iron in the crafting recipe will also be attracted to the magnet blocks. Any iron tools or weapons(including shields) will be slower, and have a longer cooldown if magnets are in the area. This effect is weaker the further away the wielder of said item is from the magnet. Compasses will point towards any magnet within 16 blocks of the player. If two magnets are pulling on the same object, the object will be attracted towards the closest one. If both are equidistant from the object, the object remains in place. Suggestions that could be made from this idea: The new ores added from this could be used in future items. Magnets could be in crafting recipes for new redstone components. Maybe new enchantments could be added, a Curse of Magnetism which makes any piece of armor or item be affected by magnets and amplifies the magnet's effect on already iron stuff, and maybe a Magnet Resillience enchantment to reduce or null the effect of magnets on certain things. Anything is possible with Magnets! In-Game ideas for Magnets: Actual pipes: A glass pipe to pull Iron from auto-smelters for a factory type build. Magnets could attract the iron through the pipes, then when the iron touches the magnet, it would also activate a pressure plate that powers it, de-magnetizing it for just enough time for it to be pulled in another direction by another magnet. Fall Traps: A magnet above a place, when something wearing armor walks under it, it will be pulled up and get stuck in the air. Then either install a demagnetization system or let the thing take off it's armor and fall, taking some damage. Iron Golem Farm: A magnet mid-air pulls nearby golems into it, which would activate a tripwire system at a certain point that deactivates the magnet and drops the golems into a pit. PvP Traps: Magnets on the floor of a build to slow the cooldown of iron weapons and shields, and possibly trap iron-wearing players in place. Flying Machines: New designs of flying machines that can pull diagonal blocks. TL;DR: Magnet Blocks crafted from rare metals and iron, they stick to anything made of iron(like slimeblocks) such as hoppers, minecarts, players wearing iron armor and dropped items on the ground made of iron. Can be used for flying machines or even traps. [link] [comments] |
Flaming arrows should use the torch flame texture instead of the square flame block texture. Posted: 01 Apr 2019 02:15 AM PDT |
Dont know exactly how this would funtion but newly built Iron Golems would have a "clean" Skin Posted: 01 Apr 2019 04:59 AM PDT What i'm thinking is like when you first build them they dont have any of the overgrowth on them, while naturally spawned Village Golems could have like a 50/50 chance of being overgrown, and you could use shears or something to clear it if you so desire [link] [comments] |
Being able to leash any mob in Creative Mode Posted: 31 Mar 2019 09:32 PM PDT It would help to keep mobs where you want em without hitting them and also transporting them. [link] [comments] |
Ability to craft string with cobwebs on Java Edition (and vice versa) Posted: 01 Apr 2019 02:18 PM PDT Since you have the ability to craft string using cobwebs is on Bedrock Edition, I think that you should be able to do it on Java. Nine string should make a cobweb, and a cobweb will give you nine string. [link] [comments] |
Posted: 01 Apr 2019 04:07 PM PDT It can be found near rivers, or have a small chance of dropping from a Compost Bin. It grows crops 30% faster but doesn't irrigate as far as regular farmland [link] [comments] |
Posted: 31 Mar 2019 10:08 PM PDT This would work for any kind of door; if one is opened either by hand or by redstone, if there's another door right next to it in the right orientation, both doors will open. I really can't think of a downside to implementing this. [link] [comments] |
Posted: 01 Apr 2019 12:16 AM PDT Currently the Dragon's Egg is only one that the first Dragon if killed, it appears. That makes the Dragon's Egg becomes a legend that the other players can discuss which warrior killed the first Dragon or who owns the Dragon's Egg. I think it can be better if the legend is more legend, which means the other players can trace the location of the Dragon's Egg. Also the owner can build a statue or a museum for the Dragon's Egg, to let the other players view it. But it can be mysterious if the owner hide the statue to a special place that the players could not find it easily. And if there's some hints for other players to seek it, there's more fun to explore the warriors house. So if killed a summoned dragon, the player who killed it will get an Explorers Map, and use it to find the egg. The Dragon's Egg could not be put into the Ender Chest. If player try to put it in the Ender Chest by using shulker box, it will teleport out the shulker box. [link] [comments] |
Posted: 01 Apr 2019 03:37 PM PDT Over time iv'e seen a lot of people make ideas for new fish mobs while most of them are cool they are also mostly useless and wont add much to the game like bass, perch, or other common fish that will basically be cod variants. Some ideas are better however like piranhas, and crocodiles (ok yes those arnt fish but waterer) because they will change gameplay a bit and be far more interesting. Also a coelacanth or something like it would be a nice idea, as they would be only found in the deepest underwater caves and be a trophy for players who dare venture the abyss. [link] [comments] |
Metal Items With Full Durability Smelt to an Ingot Posted: 31 Mar 2019 10:15 PM PDT It's reasonable that you don't get back the full amount of metal that went into making an item, but one gold nugget for a chestplate that cost 8 ingots to make (72 times as much) seems like a ripoff. I think that armor items at least, and maybe tools other than shovels (since only one ingot goes into making them) should give you a full ingot, if they're at full durability (or close to it). [link] [comments] |
Spiders should seek out shadows during the day, just like skeletons Posted: 31 Mar 2019 11:05 PM PDT Not only would it be very cool to see spiders scurry away to look for a dark place to hide during the day, it would also mean spider jockeys won't burn up because their mounts don't obey command. As of now spiders kinda just linger about during the day until they despawn, which just feels off. At least zombies have the decency to burn to a crisp. [link] [comments] |
New weapon balanced around bypasses armor Posted: 31 Mar 2019 11:12 PM PDT The idea would be to add a new treasure weapon that deals flat damage that bypasses armor but is low enough that it only really outperforms other weapons when the target is heavily armored. [link] [comments] |
New villager type: the Factotum Posted: 01 Apr 2019 10:10 AM PDT A new kind if villagerThis would be a new villager found in villages (duh). Factotums would wear thick gloves, dirty leather aprons and have a hammer at their belt. Unlike all the other villagers, they will not directly sell stuff, they will instead be some sort of servants you can hire (a pay of either 5 emeralds every in-game month or a constant supply of food and a bed, otherwise they'll leave, and you will also have to keep them safe from all physical treats). Once hired, you can show them their quarters in your base and they'll settle here, providing a variety of services during the day. ServicesBy interacting with them, a gui will pop up with the list of services you can assign them to and their inventory (which you'll have to fill with materials to use the services). Alternatively, you can put the necessary materials and emeralds in a chest adjacent to their bed and they'll grab them as necessary
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Village buildings shouldn't be the only structures to be updated. Posted: 31 Mar 2019 07:35 PM PDT The sole reason on why Mojang updated the structures in the villages is because they looked very old and outdated. So, they made an entire update about improving the villages. They should also update other existing structures, such as the jungle temple, mineshafts (maybe in a possible cave update), nether fortresses, and so much more. What do you think? Tell me your thoughts in the comments below! :) [link] [comments] |
Villager workstations needs to be more deliberate. Posted: 31 Mar 2019 07:38 PM PDT Currently, some villager workstations (like cauldrons or brewing stands) are constantly used for decoration, so what if I want to use a ton of cauldrons or barrels to decorate a place? I don't want my village to be flooded by leatherworkers and fishermen trying to work in odd places. The change I'm suggesting is to make a new copy of those blocks as a specific workstation, to craft the villager's cauldron or any other workstation one should just put the block on the grafting grid and the item will have 3 changes: it will function as a workstation (duh), it's name will be green, and the texture will change to put a little emerald somewhere on it. Edit: the bell can also have the extra crafting step to become a meeting point, all other bells still have their functionality when they are interacted with. [link] [comments] |
Rare snow in desert/forest biomes Posted: 31 Mar 2019 10:24 PM PDT There should be random events where it snows in deserts and forests. It would be really rare and it'll only last 3 minutes compared to snow storms. Once it stops snowing, the snow clears up extremely fast in desert biomes, forest biomes should clear up slightly slower. [link] [comments] |
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