Minecraft If you die on Hardcore mode and you have a dragon egg placed somewhere, then you should respawn where the dragon egg is. |
- If you die on Hardcore mode and you have a dragon egg placed somewhere, then you should respawn where the dragon egg is.
- Let us ring bells with redstone power
- Let us rebind the key used to cycle through menus in 1.14
- The Saturation of Foodstuff Items needs to be brought up
- Saplings should spawn naturally on world generation
- Sound & particle effect when Villagers change profession
- Cocoa Beans should rarely drop from Jungle Tree Leaves as commonly as Apples drop from normal trees
- Wandering trader spawning and despawning improvements Feedback
- Gamerule doInsomnia should be available on Java Edition
- More snow biome animals. Penguins and Husky Dogs.
- Apples and berries shouldn't be the only fruits.
- Item frames containing items related to the building above doors in villages
- [Meta] Where's that Iron grill/grid / sewer drain/ vertical iron bar -thing suggestion?
- As a supplementary mining update, expand the gold and emerald style biome based spawn weight to other resources.
- Add Villagers to Legacy WiiU
- Cracked Variants of brick, wood planks, glass, etc etc
- Idea for Cartographers
- Better horse riding?
- Siamese Creeper
- Spider-hating Ducks
- Netherrack platform generates underneath Wither upon defeat
- Dropping fruit/meat items on snow/ice freezes them in a few seconds
- Iron Golems throwing grassblocks
Posted: 13 Apr 2019 05:41 AM PDT Sort of like you "hatched" from the egg. Reasons: 1. The dragon egg is currently only a decorative block, so this would give it some purpose 2. You only get one dragon egg per world, so it's not like you can farm them for lives 3. It's your one and only second chance, and you have to really work for it 4. It's different from the Totem of Undying, which A. actually stops you from dying and B. is renewable. I understand that the point of Hardcore mode is that when you die, that's it, but the risk/reward ratio for this seems reasonable. Thoughts? Edit: When you respawn, the egg disappears. So you only get the one. [link] [comments] |
Let us ring bells with redstone power Posted: 13 Apr 2019 12:23 PM PDT I was playing around on the 1.14 Pre-Releases today, and after I came across bells, I had an idea to make an automated bell-tower thing with redstone. This idea, however, was crushed shortly after as I realized that passing a redstone signal to a bell does absolutely nothing. I'd really like it if bells could be rung with redstone, as it would add loads of opportunities to the game for noteblock music & functional / decorative builds. Here's a few screenshot examples of how it could work. [link] [comments] |
Let us rebind the key used to cycle through menus in 1.14 Posted: 13 Apr 2019 04:20 AM PDT The new accessibility feature in 1.14 that lets players cycle through menus is set to Tab by default, and it cannot be changed. This is an issue for people who have their inventory button set to Tab (you can open the inventory, but can't close it). I think a simple fix for this would be to let us rebind that key. [link] [comments] |
The Saturation of Foodstuff Items needs to be brought up Posted: 13 Apr 2019 08:43 AM PDT For the dozens of edible items we have in the game, it's bizzare that only 3-4 are actually convenient to use. I would suggest changing every food item to fill up at least 2 full hunger bars. And items like chicken, bread, baked potatoes, cake, etc. also need a slight boost. [link] [comments] |
Saplings should spawn naturally on world generation Posted: 12 Apr 2019 04:38 PM PDT I feel like saplings should be naturally occurring, giving a feeling of growth to a world, at least for a little bit. Imagine walking around a forest and every day or two, you notice a small change in your world in the form of a tree that wasn't there before. It'd just be nice, even if it only lasts for a few MC days. [link] [comments] |
Sound & particle effect when Villagers change profession Posted: 13 Apr 2019 09:41 AM PDT There should be some kind of a sound & particle effect when Villagers swap their clothes / change profession. Like for example: a poof of smoke and a sound of clothes rustling. Why: Currently it doesn't look as polished when they suddenly change texture in front of you. This would be a nice little change to make it look better. [link] [comments] |
Cocoa Beans should rarely drop from Jungle Tree Leaves as commonly as Apples drop from normal trees Posted: 13 Apr 2019 09:59 AM PDT Originally in the snapshot 12w18a, Jungle Tree Leaves when broken rarely dropped Cocoa Beans, about as commonly as Apples drop from Oak and Dark Oak Leaves and Sticks drop from all trees. Link to the Minecraft wiki here: https://minecraft.gamepedia.com/Cocoa_Beans But with the introduction of Cocoa Pods in the following snapshot, 12w19a, this was removed. I personally don't see why we can't have both. [link] [comments] |
Wandering trader spawning and despawning improvements Feedback Posted: 13 Apr 2019 09:34 AM PDT Wandering traders spawning can be a bit weird or annoying at times. They can spawn pretty much anywhere any time they want. This should be more polished, and changed to make more sense.
Despawning:
[link] [comments] |
Gamerule doInsomnia should be available on Java Edition Posted: 13 Apr 2019 08:04 AM PDT This should be done for the same reason as its current presence on Bedrock Edition. [link] [comments] |
More snow biome animals. Penguins and Husky Dogs. Posted: 13 Apr 2019 06:04 AM PDT (Polished and thought more how to make penguin more real life) These are some ideas that I want to suggest a new animal and a animal that exists but only special in snow biomes. Penguins (neutral)
Husky Dogs
[link] [comments] |
Apples and berries shouldn't be the only fruits. Posted: 12 Apr 2019 10:00 PM PDT First, let me start with a request that's so common at this point that I don't think anyone would argue with it: palm trees. Not one modpack goes without them, and coconuts would be a great first addition to the game. For a game focused entirely on survival, recreating my Cast Away fantasies should be easy. That being said, the current content in the game is sort of bare-bones when it comes to fruit and vegetables. A huge attempt has been made for every animal to drop meat, and it's been a wonderful one, but now the once-valuable apples are becoming useless outside of advanced mechanics. What made apples cool was how gathering all the wood you'd need would ALSO feed you, so why do only those forest biome players get such a luxury? Here are a few other fruit ideas I've come up with (all would be equal in food points to apples):
Reasons to add more fruit:
Downsides:
[link] [comments] |
Item frames containing items related to the building above doors in villages Posted: 12 Apr 2019 08:41 PM PDT It would definitely add some nice aesthetic to the villages, and explain simply what profession goes to what building to restock. Some ideas for items: Leather above leatherworker door Glass bottle above cleric door (I tried to make the items as early-game as possible so stealing them wouldn't be OP.) [link] [comments] |
[Meta] Where's that Iron grill/grid / sewer drain/ vertical iron bar -thing suggestion? Posted: 13 Apr 2019 09:07 AM PDT I was looking for that "vertical iron bar-sewer-grid" type block suggestion. I think It was posted late 2018 or this year, and had over 200 upvotes. But I can't find it from google or reddit search... I found some slightly similar ideas, but not the exact one post I was looking for. Can anyone link it for me, if they find it? [link] [comments] |
Posted: 13 Apr 2019 10:15 AM PDT So, currently mining is exactly the same wherever you are in a minecraft world, with the exception of extreme hills and mesa, which give an increased spawn rate of emeralds and gold respectively. This allows for things like dedicated gold mines, and I think is a great and simple to implement way to diversify underground gameplay. I think most other ores should also receive similar treatement, with general resource spawn rates lowered across the board to compensate. Sadly, there aren't that many ores, so the effects would be limited, but still tangible (I already always seek out mesa biomes when I need to get gold), and mods which add additional ores would get incentives to give them similar altered spawn rates as well. This feature, if implemented, could help make mining make a comeback in people's playthroughs, without needing the effort and commitment a fully fledged mining overhaul would (obviously mining would still need massive overhauls, but this could serve as a provisional fix while a larger one is worked on) [link] [comments] |
Posted: 13 Apr 2019 07:46 AM PDT Could someone add villagers to survival mode, You can't get villagers. :-/ So no Emeralds. No carrots. No secrets maps. No vex :-/ , or any things with villagers. You can only get this on creative mode, which as you know disables the achievements. :-( [link] [comments] |
Cracked Variants of brick, wood planks, glass, etc etc Posted: 13 Apr 2019 01:33 PM PDT I think it would add a lot of variation and detail to the game if Mojang decided to add crack versions of brick, wood planks, glass, and more. It would add so much more to a build, like say you wouldn't to build an old abandoned home then you could add cracked to make it look old and washed, or if you wanted to build a old ruinic town you could add the cracked variants [link] [comments] |
Posted: 13 Apr 2019 01:28 PM PDT They sell maps that point you towards dungeons with a specific type of mob. EX: Dungeon Explorer Map: Skeleton This would make the creation of mob farms a lot simpler. I'd think the Map would be cheap, 3-7 emeralds plus a compass as mob spawners are far less rare than woodland mansions and ocean monuments.. [link] [comments] |
Posted: 13 Apr 2019 02:45 AM PDT Disclaimer: Ik this isn't Minecraft, it's a game called Survivalcraft and I thought this type of horse riding could be applied to MC. [link] [comments] |
Posted: 12 Apr 2019 11:55 PM PDT My idea is a Siamese Creeper. It looks like a normal creeper however it has two heads. It would have 1.5x the normal health and make 2x the amount of noise. It would also drop 1.5x more gunpowder. An explosion from a Siamese Creeper is the same size as a normal one, however instead of just one explosion it's two in quick succession. This adds a slightly bigger explosion along with the chance of losing your items if you are killed in the first explosion. Charged Siamese Creepers would drop 2 mob heads from every mob it explodes, but if a siamese creeper is killed by a normal charged creeper it will still drop two heads, but a Charged Siamese Creeper exploded by another will drop 4 creeper heads. That's really all it does. There would be a 1% chance that a creeper would be a siamese one. [link] [comments] |
Posted: 12 Apr 2019 05:43 PM PDT Overview Since the dawn of time, the question directed at the Minecraft chicken, "is it a chicken or is it a duck?" has been the subject of much debate in the Minecraft community. But this suggestion brings a simple solution to the intense argument: adding ducks! Ducks would be a somewhat rare and peaceful mob that would spawn in lakes, rivers, ponds, and sometimes on beaches. They would randomly spawn with the texture of either a mallard, a wood duck, or an American black duck (concepts here); when in water, they would be able to swim about as fast as a player wearing depth strider boots; and instead of falling slowly like chickens, ducks would glide diagonally downwards when the fall. Ducks would also sometimes drop eggs just like chickens. Stats
Duck Meat Ducks would drop raw duck meat when they die, which would be exactly the same as chicken meat when raw, but would restore 7 hunger points and 10 points of saturation. Duck Eggs Duck eggs would look larger and have a more grey color than chicken eggs. When used instead of a chicken egg in crafting recipes for food, they would give the food 1 extra hunger point and 3.5 extra saturation points. Growth Ducklings will naturally take 20 minutes to grow, but feeding them kelp, cod, spider eyes, or seeds can help them grow faster. Any seed would reduce the growth time by 10%, cod by 15%, kelp by 30%, and spider eyes would reduce the time by 45%. Duck Attacks (This is mostly for comedic effect, so don't take it too seriously. Do try to imagine it) While ducks would be peaceful towards players, they would attack any arthropods (spiders, silverfish, endermites) within twenty blocks. When an arthropod comes within detection range of a duck, the duck's eyes will turn red, it will let out a mighty quack, then it will charge towards the threat. Once the arthropod detects the duck, it will run away, but the duck will pursue it until it dies or leaves its detection range. [link] [comments] |
Netherrack platform generates underneath Wither upon defeat Posted: 12 Apr 2019 10:24 PM PDT This would prevent the nether star from falling off into lava/the void/wherever (which is pretty important when the boss it drops from requires some of the rarest items found throughout the Minecraft world and is the single hardest enemy within the entire game). This has actually happened to me way too many times. Secondly (and not as important): A renewable netherrack source! Okay, not quite yet, since soul sand still isn't renewable. However, I'm thinking that 8 sand or red sand and 1 ghast tear makes 8 soul sand (sure, ghast tears are somewhat hard to obtain, but again, I'm the ideas guy). Sand is renewable in 1.14 because the wandering trader sells it. (I've said this in a previous post, but I'll say it again: The wandering trader thing doesn't seem like the most elegant solution, because selling handfuls of sand. I myself don't really have any alternative ideas, but their solution seemed [link] [comments] |
Dropping fruit/meat items on snow/ice freezes them in a few seconds Posted: 13 Apr 2019 01:57 AM PDT So you can create frozen food, like frozen rabbit stew, frozen cod, frozen fish, etc. Gives you fire resistance level 1 and frost walker level 1 for about a minute. Restores bigger amounts of hunger in the Nether and deserts due to refreshments. Or drop fruit in the end to... It's a secret! [link] [comments] |
Iron Golems throwing grassblocks Posted: 12 Apr 2019 08:31 PM PDT I think Iron Golems should be able to throw blocks at mobs as they please especially in raids given that they just don't stand a chance without the aid of a player, hell even the player can't protect every villager (even in creative mode) without a wall. So I was thinking that they should be able to pick up grassblocks (without destroying terrain) and throw them at mobs such as creepers, skeletons & pillagers, which in my opinion would greatly increase their worth. I think 6.5 hearts is considerable about of damage with splash damage. However, this feature only happens on a rare occasion when fighting other mobs such as zombies & endermen but is more frequent against skeletons, creepers & pillagers. This would mean that the iron golems are a melee-ranged type of mob. [link] [comments] |
You are subscribed to email updates from Minecraft's Suggestion Box. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |