Minecraft The compass should point toward the homeward portal while in the end |
- The compass should point toward the homeward portal while in the end
- Pressing f3 and looking at a bed or tool block (i.e grindstone) will tell you if a villager has occupied it
- If a player has their spawn point set to a bed, a villager can’t sleep in it
- Endermen should get smarter in terms of water and rain.
- Make the pause button do something in bedrock
- Dyeing a campfire will change the colour of the flames with the dyes respective colouring.
- Leaf layers:
- Stalkhorn- a forest mob
- When you select the superflat world option "Overworld" it should have more biomes than just plains biome
- New bow enchantment - Frost
- Cartography Tables Should Be Rotatable
- Flamingoes!
- A Use for Rotten Flesh.
- Drowned should make a wet squelching sound when walking.
- Increasing the maximum size for 3D Models (and some other things too)
- Bookshelves work as storage for books
- Squids With Water Breathing Should Breathe On Land
- Instead of arrows bouncing off the shield they should stick in the shield
- Teleporter
- Llamas carry villagers
- The Terrain/ Underground Upgrade Update
The compass should point toward the homeward portal while in the end Posted: 19 Jun 2019 06:16 AM PDT Simple as the, of your in the end, the compass points to the main portal in the center Edit: u/abahot suggests that the clock should show midnight [link] [comments] |
Posted: 19 Jun 2019 11:52 AM PDT A simple yet much needed tool for those that like having a village that is effective. You know how some blocks such as dirt blocks will tell you if it has snow on it? Its like that, except if a villager has occupied a bed or tool block [link] [comments] |
If a player has their spawn point set to a bed, a villager can’t sleep in it Posted: 18 Jun 2019 06:30 PM PDT I say, it is extremely annoying when a villager claims my bed after I'm done sleeping. Why not make it so if a player has their spawn point set to a bed, a villager can't claim it. [link] [comments] |
Endermen should get smarter in terms of water and rain. Posted: 19 Jun 2019 05:12 AM PDT They should teleport to the nearest dry place when it rains, that could be under a tree, or an overhang of some sort, instead of just panicking and teleporting around. And they shouldn't be able to go into the water unless you push them in. [link] [comments] |
Make the pause button do something in bedrock Posted: 19 Jun 2019 01:09 PM PDT In bedrock the pause button is about as useless as it gets for a pause button because it doesn't pause the game, it just brings up the menu and that's it. I have made a post on feedback.minecraft.com here if you think the pause button should pause the game. [link] [comments] |
Dyeing a campfire will change the colour of the flames with the dyes respective colouring. Posted: 19 Jun 2019 06:13 AM PDT It's in the title. It's fairly easy for Mojang to code into, and would be good for creating great decor. Example: Pink flames for girls rooms. Does not change colour of smoke. Only the flames. Use white dye to revert flames to their original colours. If you want white fire, bonemeal it. If it is dyed black, it will not emit light (darker colours = less light) [link] [comments] |
Posted: 19 Jun 2019 11:01 AM PDT Similar texture to podzol, but one layer like snow or carpet. It would be obtained by breaking leaf blocks, and would be natural spawned under trees. [link] [comments] |
Posted: 19 Jun 2019 10:01 AM PDT Appearance: Stalkhorns have green skin/fur that matches the grass color of the biome they are in. They have antlers on their head and have a lanky, tall build with two long, clawed arms and walk in a hunched over position. They have a humanoid build and wear tattered, brown clothing. Behavior: these mobs are shapeshifters that love to ambush unsuspecting players. When not attacking, they sit still, taking the form of a green sheep with slightly yellow eyes. After detecting a player, they reveal their true forms and pounce forward. After this initial attack, they dash with their claws and retreat. Once the player leaves aggro distance, they go back into disguise. They are neutral during the day, but aggressive at night. Drops: stalkhorn fur: which when crafted in a block pattern, creates a block of Shifting fur (a block that copies the appearance of the block closest to it. Players fall through it) Rotten flesh Bones Spawn: forested biomes such as forests, dark forests, taigas, and jungles [link] [comments] |
Posted: 19 Jun 2019 09:17 AM PDT Yes, I know superflat versions exist for other biomes, but there should be one option that can have all the biomes like in a normal world. [link] [comments] |
Posted: 19 Jun 2019 09:14 AM PDT Frost is an enchantment that causes bows to shoot frosted arrows. It's not compatible with flame. Effects: - 1 extra damage to all nether mobs - slows down target's movement/attack speed by 20% for 5 seconds - if the target walks throw fire or is shot by a flaming arrow, it will not take fire damage or slow down* The frost arrow also will - put out fire if the block it hits is burning - become a regular arrow if shot throw lava *basically the hot and the cold cancel each other u/Supersebi's idea: Frost would be a crossbow only enchantment instead, so both bow and crossbow get something [link] [comments] |
Cartography Tables Should Be Rotatable Posted: 19 Jun 2019 11:43 AM PDT This would be just like the anvil, the furnace, the chest, the piston, etc. It would allow builders to not be limited when building based on the block's set rotation. Same with crafting tables, fletching tables, etc. [link] [comments] |
Posted: 19 Jun 2019 12:40 PM PDT Health Points: 10 (5 hearts) Spawn: In Swamp and Jungle biomes on land near water (not oceans). Drops: 1-2 Feathers XP: 1-3 Hostility: Passive Flamingoes can be bred with Raw Cod or Raw Salmon. The adult Flamingoes can fly excellently just like Parrots, but baby Flamingoes are flightless. Flamingoes can also swim very well. Sometimes, if Flamingoes stand on shallow water (about 1 block deep), they will occasionally stand on 1 leg. If provoked, Flamingoes will run or fly away from danger. [link] [comments] |
Posted: 19 Jun 2019 06:30 AM PDT So we all know how skeletons drop bones, which can make bonemeal, right? Well, what if people's various mod farms actually had a use for farming? The idea would that if you made a TNT pattern with four bonemeal and five rotten flesh, you could get a new item, called Fertilizer or something like that. You would get four Fertilizer from one use of the recipe above. Fertilizer would be a better bonemeal item, I'd say it is twice as good. Now I can hear people typing right now "But why should I spend time at a zombie farm just to get double-powered bonemeal when I could spend that much more time at my skeleton grinder?" Because fertilizer doesn't go away. See, when you use a single Fertilizer, it has the immediate effect of two bonemeal, but it also applies a small speed boost to the crop growth that lasts a given amount of time. So for all of those people who make the crazy redstone autofarms, this would allow them to speed it up without being there all the time. Anyway, there is my idea, hope you found it helpful/interesting! [link] [comments] |
Drowned should make a wet squelching sound when walking. Posted: 18 Jun 2019 08:18 PM PDT |
Increasing the maximum size for 3D Models (and some other things too) Posted: 19 Jun 2019 06:16 AM PDT Simple Explanation:The limit for 3D models in Minecraft is 48x48x48 units, or 3x3x3 blocks. The suggestion calls for an extension, ideally to 144x144x144, or 9x9x9 blocks. The limit for the display setting scaling is from 0% to 400%, and the suggestion calls for an extension, ideally to 1000%. This is a good idea, because it encourages creativity and more freedom in making 3D Models. Complicated Explanation:As of Release 1.14.2 (but not since), the 3D item model system has the following limits: the maximum size for a item model is 3x3x3 blocks, 48x48x48 units, in JSON code being [-16, -16, -16] to [32, 32, 32] with the display settings allowing a scaling from 0% to 400%. There could be a good reason for the size limit on block models, but it is limiting for item models, especially since the recent introduction of Custom Model Data NBT tags, which encourages the production of item models. Perhaps a display scaling factor of up to 1000%, and a maximum size of 9x9x9 blocks, 144x144x144 units, or in JSON [-64, -64, -64] to [80, 80, 80] can be implemented alongside these changes. The results should be a more versatile assortment of 3D Models for use by mapmakers, resource pack artists, and command block programmers, who wish to create larger 3D models; perhaps a person wanted to create a comically large sword to use? It'll be worth it. [link] [comments] |
Bookshelves work as storage for books Posted: 19 Jun 2019 03:33 PM PDT Would be nice to have this since in every survival world when I slaughter the dragon I make perfect enchanted tools with enchanted books and they clog up a lot of chests since you need a lot of them [link] [comments] |
Squids With Water Breathing Should Breathe On Land Posted: 19 Jun 2019 03:14 PM PDT Why? Why Not? If a human can breathe under water with this effect, then a squid can breathe on land with this effect. If the potion gives us gills, then it should give squids lungs. [link] [comments] |
Instead of arrows bouncing off the shield they should stick in the shield Posted: 18 Jun 2019 11:45 PM PDT |
Posted: 19 Jun 2019 01:08 PM PDT Very useful block that is obtained in the end game. Crafted with a Ender pearl in the middle, 3 end stone on the bottom, a nether star at the top middle, and the rest is glass similar to a beacon. Teleports you to any coordinate in any dimension as long as it is on a solid block or water. Can be broken and picked up. Does not teleport you back. This would provide vanilla survival players a way to teleport like with commands. [link] [comments] |
Posted: 18 Jun 2019 05:24 PM PDT Relatively simple suggestion. Llamas should carry villagers. Perhaps a specific carpet needs to be equipped on a llama before they'll accept a villager. Or, perhaps you simply feed a llama something - golden apple, golden carrot, whatever works best, and they will seek out a nearby villager. The reason llamas over horses should be used is because of their ability to form "trains". This would make a nice way to transport villagers, outside of tracks and boats. [link] [comments] |
The Terrain/ Underground Upgrade Update Posted: 19 Jun 2019 02:49 AM PDT (This is a more detailed, longer version of a earlier post I made) This update would bring more diversity to terrain and underground. Firstly, stone variation. Instead of just lots of normal stone with granite, diorite, andesite, gravel, etc mixed in in small chunks, there would now be much larger areas consisting of high concentrations of specific types of rock. For example, there could be large granite mountains, or tall diorite cliffs (think white cliffs of Dover). However, normal stone would still be found in any area due to it being a important resource. Most stone areas are a couple hundred blocks wide, but regular stone areas are bigger, much more common, and fill in gaps between areas. This change would make finding stone variants more efficient: instead of just randomly mining and hoping to find some small granite seam, you could search for a granite area and then just mine away. The second change would be ore generation. Certain ores would now be more common in certain rock areas. For example, since diamond is formed in a similar way to andesite/diorite, perhaps diamonds would have a higher spawn rate in these areas. Since coal and sandstone are both sedimentary, maybe coal would be more common in sandstone areas. This would give players incentive to mine in deserts. However, ores (except emerald) are not location exclusive and can still be found in all areas. This change would make mining more fun and strategic. Finding typically mundane stone variants like andesite would suddenly become much more exciting, since it means you might be near some diamonds. The last change would be the addition of new terrain (biomes). One would be a desert variant, salt plains. Since rock salt or limestone does not exist in the game, it would be mostly sandstone, red sandstone, and stone layered like a mesa biome but much much flatter. also has high coal spawn rate. Another terrain would be tropical archipelagos. It's basically a bunch small jungle biomes on a chain of islands with shallow water, and coral reefs. Finally, there would be underground lakes. This is a underground biome that can spawn underneath another biome. Basically a large open cavern with a, you guessed it, underground lake. No vegetation grows here but mushrooms. They are also connected to underwater rivers/streams. these are essentially flat cave systems with water in them, and usually connect to other underground lakes. yep that's it [link] [comments] |
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