Minecraft Shouldn't you be able to move faster in shallower water? |
- Shouldn't you be able to move faster in shallower water?
- Dromedary camels should be added to vanilla MC.
- We need to rethink the phrase "the theme of minecraft"
- An Update to Abandoned Mineshafts
- Clocks should be placeable without needing an item frame
- /eval command - Evaluate JSON and execute it
- "Monster of the Village" effect and it's affects.
- feather falling boots prevent crops from being trampled.
- Composter needs work
- Breaking a full composter drops a Podzol block
- Make Lanterns hang off Iron Bars
- Having a popularity of -15 or more causes Illagers to be neutral towards you
- Making leather armor viable early on
- 1.14.1 suggestion possibly
- Concrete machine
- Bed usage in improper dimension only damages user
- Villages should have better population control to account for players’ beds.
- All living animals and NPCs blink
- New combat concepts - Part 1: weapon combos
- Drawing Table - Another utility block!
- Iron Signs
- Saplings
- Damage to a player should change the texture of their hearts.
Shouldn't you be able to move faster in shallower water? Posted: 29 Apr 2019 07:12 AM PDT I feel like it'd be more logical to walk slower in deeper water, but in-game the opposite is true. [link] [comments] |
Dromedary camels should be added to vanilla MC. Posted: 29 Apr 2019 01:15 PM PDT Since we have llamas, why not add a cousin to the llama, the dromedary camel to PC and Bedrock editions? You can read a lot about real world camels here: https://www.livescience.com/27503-camels.html Some quick facts about real world dromedary camels (these are the ones that have one hump on their back):
That being said, other than rabbits, there aren't any animals in desert biomes worth farming. It takes far too long for rabbits to become a good source of food and leather, so this makes living in a desert in survival mode kind of pointless, even late in the game. So here's what I think the features of dromedary camel mobs should be, and why:
That's everything that I could think of. I'm curious what you guys will think about this. [link] [comments] |
We need to rethink the phrase "the theme of minecraft" Posted: 29 Apr 2019 09:22 AM PDT Note to mods: This is a suggestion as well as discussion thread, do not remove it D: I've seen people talking about minecraft is a "medieval themed game" and stuff get rejected for being "too modern" or "does not fit the theme of minecraft. However, I do think minecraft have a way more diverse theme than the classic medieval games, consider the following stuff in minecraft and its reference. Redstone - Electronics Guradians - laser shooting fish Beacon - Kinda futuristic design TNT, rail and minecart - All post-industrial stuff Concrete - Also pretty modern stuff So what is the point? Well, these items are all not medieval in core, but still they are adopted into the base game in a way that fits the game. My conclusion is, minecraft does not have a clear theme, it is more like a theme of itself, lots of "too modern" thing can actually be remade into something that fits minecraft. (for example, while aeroplanes are hard to fit into the game, steampunk-styled airship with ender feature mixed in might be better) (Another example, iron golems are inspired by robots in Castle in the Sky) So for people creating and reviewing suggestions, think a bit of what "theme of minecraft" is, and try to make the suggestion in a way that fits into the game, and try not to simply pass out stuff that appears "too modern" [link] [comments] |
An Update to Abandoned Mineshafts Posted: 28 Apr 2019 11:20 PM PDT Mineshafts as of 1.14 are rather... dated. This is also true to many other structures, but today I'll focus on the mineshaft. This is more on the smaller side for changes, but sometimes small updates are nice. note: apologies for formatting, this was written on mobile Below is my changelog: •Lanterns will generate instead of torches. •Tunnels come in 3 sizes: 1x2, 2x2, and the classic 3x3. The 3x3 tunnel keeps the same wood-and-fence design as before. •The wood type for the supports is dependent on the wood (or lack thereof) on the surface. A plains or forest would have oak, savannahs acacia, jungles jungle. Deserts and mesas would use the sandstone variants. •The ends of shafts would either end in a dead end, a pile of TNT, a chest, a workbench, or rarely a pile of assorted ores. •The sloped parts of the mineshaft would use stone stairs for their floors. •The dirt room is supposed to be the hub. Perhaps it could have some chests and furnaces to give it life. •Small offshoot rooms could be found occasionally, such as a chest room or barracks. •Cave ambience would play much more frequently inside mineshafts. Here's what a part of an acacia mineshaft would look like: http://imgur.com/gallery/DEpz12L Feel free to critique and add your own suggestions if you'd like. Enjoy your day. [link] [comments] |
Clocks should be placeable without needing an item frame Posted: 29 Apr 2019 03:28 AM PDT Bonus points if you also let us place compasses on flat surfaces. [link] [comments] |
/eval command - Evaluate JSON and execute it Posted: 29 Apr 2019 05:26 AM PDT
For example, let's say we have score Then would evaluate to:
which would return the players last hotbar slot. Then you could decrease the While this is just a very simple example to showcase the idea, it would still take a lot more commands at the moment. Even if we had a command for dynamically accessing a certain index of an nbt list using a score, there would still be dozens of commands that currently have no way of being used with scoreboard or nbt data. For example, we cannot dynamically modify arguments of the As far as I can see, something like this is one of the remaining puzzle pieces to allow for all kinds of datapack and map making. [link] [comments] |
"Monster of the Village" effect and it's affects. Posted: 28 Apr 2019 05:47 PM PDT When your weapons run red, know that you bear the mark of the dead.. Monster of the Village is an effect that is obtained after killing every villager in a village, it adds a slight red tint to any weapons you're holding. Monster of the Village effect icon Length: 7 in-game days. Particles: No. Effect stacking: No. Curable with milk: No. How to get the effect: When you murder an entire village, you are inflicted with the effect, the icon flutters on the screen and an ominous horn is blown, wherein your weapons gain a slight red tint. Reverse the effect: To reverse the effect you must kill a raid captain, gain Bad Omen, and defeat a raid to gain the Hero of the Village effect, only then will villagers accept you. What the effect does: Pillagers, Ravagers, & Illagers become neutral, villager built iron-golems become hostile & attack on sight, Villagers will run into their home upon the player entering a village, the Villagers will then lock their doors, stay silent, refuse to trade, and run when approached by the player with the effect, after the effect wears off/cured, the villagers will have highly increased their prices, and children will run from the player when they come close. This post was denied by HelenAngel, so please don't spam this suggestion on the official Minecraft suggestion website, you may freely mod this idea in anyway you see fit, with or without my credit, enjoy. [link] [comments] |
feather falling boots prevent crops from being trampled. Posted: 29 Apr 2019 01:36 PM PDT Basically, if your boots have the feather falling enchantment you won't be able to trample crops when wearing them. Could be useful around farms. The level wouldn't make a difference, so feather falling I and feather falling IV would have the same effect. Wearing the boots makes trampling crops completely impossible. I thought about suggesting this as a new enchantment, but enchanting some boots and getting that would be worse than getting bane of arthropods [link] [comments] |
Posted: 29 Apr 2019 11:13 AM PDT This update was amazing except for the composter. It should be able to take spider eyes, rotten flesh, and poisonous potatoes, and other materials that have next to no purpose. [link] [comments] |
Breaking a full composter drops a Podzol block Posted: 29 Apr 2019 01:43 PM PDT |
Make Lanterns hang off Iron Bars Posted: 29 Apr 2019 02:57 PM PDT Lanterns can be placed below walls, or below regular blocks. For some reason though, lanterns can't hang below iron bars. I'm thinking of descending lights from the ceiling, but I suppose hanging them off the side of iron bars would have to work as well? I don't understand the mechanics yet, I just want a simple chandelier. The other options are a lot bigger and more of an eyesore than a lantern would be with just a thin metal line above it. [link] [comments] |
Having a popularity of -15 or more causes Illagers to be neutral towards you Posted: 28 Apr 2019 07:30 PM PDT Trading might not be a possibility, but I don't see why they couldn't become neutral if you've proven yourself to be just as evil as them. After all it IS the Village and Pillage update. [link] [comments] |
Making leather armor viable early on Posted: 29 Apr 2019 08:20 AM PDT Let's be real, leather armor is pretty much useless as early-game protection. This is mainly because of the sheer volume of leather you need to gather in order to make a full set of armor- a task which often takes longer than simply mining some iron. So how can this be fixed? Easy- make the recipes take less material. Either allow leather to be crafted into 9 "leather strips" or "scraps", and make the armor craftable out of those, or simply make the recipes smaller- for example, caps could be crafted out of three leather instead of five, boots with two, etc. Making this change would lead to leather having a legitimate use in early game, and allow players to have more protection early on- something every new player is in need of, at one point or another. [link] [comments] |
Posted: 29 Apr 2019 04:46 AM PDT It's a simple suggestion. If you cannot decrease the price for a trade anymore, increase the quantity you receive! [link] [comments] |
Posted: 29 Apr 2019 04:54 PM PDT There should be a machine like we have in real life to mix concrete powder with water instead of having to throw it into a sea or ocean. There are new machines like the stonecutter already so why not for concrete too? The way it would work is simple, you fill it up with water and put in your powder blocks and its gonna process them into concrete. [link] [comments] |
Bed usage in improper dimension only damages user Posted: 29 Apr 2019 04:25 PM PDT Currently, when attempting to use a bed in the Nether or the End, it creates a massive explosion; this renders TNT obsolete in those dimensions, and it can make the Ender Dragon fight ridiculously easy (as you can safely activate the bed from behind a blast-resistant wall). I think beds should only hurt the user; just make the bed have a simple explosion animation, and take health from the player. [link] [comments] |
Villages should have better population control to account for players’ beds. Posted: 29 Apr 2019 04:17 PM PDT In a village, the population is controlled by beds (which admittedly makes more sense than doors) and I just feel kinda weird having to kick a villager out of my bed every night so that I can sleep. So beds placed by players should be "tagged", one tagged bed per player, to allow players to actually have their own individual bed. [link] [comments] |
All living animals and NPCs blink Posted: 29 Apr 2019 03:56 PM PDT |
New combat concepts - Part 1: weapon combos Posted: 29 Apr 2019 01:13 AM PDT I'll be posting a few suggestions regarding combat. I'll put the links to the other suggestions below (the list will be updated as I make the suggestions). Note that these ideas are independent of each other. List of suggestions: (other suggestions coming soon) One of the main complaints about 1.9 combat of that it is slow-paced, contrasting with pre 1.9 combat, which is dictated by whoever spams the attack button faster. I think the solution would be a compromise between the two: keeping the attack cooldown, but adding a way to speed up battles. Weapon combos would be the way to do this. Combos would be triggered by performing a second attack before the attack cooldown fills 1/4 (or 1/3, depending on what's more balanced). This would deal a second blow with 75% of the damage and a different animation. Also, depending on the weapon, there's an extra effect: the sword ignores a bit of armour (represented by a stab animation); the axe deals extra knockback (because you hit with the blunt side of the axe). Maybe other tools could also have a special effect like this. What do you think? Please share your thoughts in the comments section. [link] [comments] |
Drawing Table - Another utility block! Posted: 28 Apr 2019 09:01 PM PDT Just what it sounds like! A block that lets you create art on a piece of paper, which can be placed in an item frame like a map. Because making art on maps is so difficult. This would be a great tool for mapmaking, servers, or just decoration. It wouldn't be anything advanced, around the same resolution as a map, and limited to the same colours as a map, but it would make many tasks much easier. Not an incredible suggestion, but I like it nonetheless :) [link] [comments] |
Posted: 29 Apr 2019 11:49 AM PDT I have an idea for a new type of sign, the iron sign. It will be like the normal sign, but be as wide and tall as a block, but it isn't a block, from the side it will look like an item frame, but another color. My idea for crafting it is it will look like this iron bar | iron bar | iron bar And then you get 8 signs. Then, when you take those signs again, the same recipe, and replace the woodsign with any dye, and it turns to that color. For darker colors like black, brown, etc, (red too) make that the text you type is white, otherwise it's black. Also, two things to this and the pre-existing signs.
Have a nice day, [link] [comments] |
Posted: 28 Apr 2019 04:36 PM PDT Saplings that fall from leaf blocks have a chance of planting themselves. (On a valid block) [link] [comments] |
Damage to a player should change the texture of their hearts. Posted: 28 Apr 2019 10:43 PM PDT Since the texture for the player's hearts change to green when they are poisoned and change to black when they are withered, they should change depending on other long-term effects like drowning and fire. Drowning could just change them to blue, and fire could be orange or maybe have small fire texture/animations on each of the hearts. [link] [comments] |
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