Minecraft Fisherman will give you 5 emeralds for a heart of the sea as their final trade. |
- Fisherman will give you 5 emeralds for a heart of the sea as their final trade.
- Make spiders flip vertically when climbing, also make them "stick" to the surface as opposed to the current and broken ladder-like programming.
- Elytra suggestion
- Ravagers should drop 2-5 leather.
- A rework to iron golems
- Baby Villager: Small Gifts & Big Dream.
- The ability to use totems of undying on animals
- “Too much Time, Too much Effort” - a new advancement
- A separation between mobGriefing and monsterGriefing
- Add sandstorms to deserts.
- Witches aren't B*tc#es
- New firework type
- Occasional Healing Potion in chests
- Tips for suggesting: Part one: Basics
- A Zombie Pigman Update?
- Killing the Ender Dragon with a Charged Creeper will drop the dragon head and give you an achievement.
- Add a new structure for Pigmen
- A few more advancements.
- Mobs have final stances
- Some actually good curse enchantment ideas
- Older passive mobs should be given new texture variants.
- Swords only use one durability to break bamboo
- Enchantment idea - Insulation
- Bed for dogs
Fisherman will give you 5 emeralds for a heart of the sea as their final trade. Posted: 30 Jul 2019 06:37 AM PDT The amount of hearts of the sea that I own is absolutely insane when you only need one to craft a conduit. There should be a way to trade the rest of them to a fisherman villager for 5 emeralds each. [link] [comments] |
Posted: 30 Jul 2019 01:29 PM PDT Spiders as a whole have so much potential to be awesome monsters in Minecraft, but it's ruined mostly by their behavior and programming. It's the norm to see a really derpy stiff spider model gliding up and down a wall in a very stuttery fashion and taking fall damage when they fail to stay on the wall a thousandth time. It would be terrifying to be hunting or roaming outside at night, and see a whole laid out spider on the wall of a giant mountain in the distance, with its legs spread out and all, actually smoothly walking across the wall as if it were the ground, maybe they can also be able to jump like 10-20 blocks high/far from a wall, or even on the surface. This is just one of the many things I think would make spiders cooler. [link] [comments] |
Posted: 30 Jul 2019 10:22 AM PDT It would be great if you could dye your Elytra difference colors, just do the same thing you would do when you dye some leather armor [link] [comments] |
Ravagers should drop 2-5 leather. Posted: 30 Jul 2019 01:42 PM PDT I mean, they drop saddles, but they do have hide on their bodies. So they should drop it upon death. [link] [comments] |
Posted: 29 Jul 2019 07:19 PM PDT Iron golems have been subject of change recently, and they could keep improving. Every world can have three types of golems. Village golems, pillager outpost golems and player made golems. The main problem is that **no type of iron golem is useful despite their cost and rarity.** Now that the intro is over, I have a couple of suggestions for each type of golem. Village spawned golems: Village golems are very unreliable. They can save the night in some cases or just stand still while the village dies. A possible rework unique to golems spawned in villages could be the scouting state. At nights, village golems should surround the perimeter of the village attacking mobs in a 20 block radius. If they sense a "scared villager" as they surround the village, they should prioritise getting as close as possible to them in order to save them from a zombie or pillager. An other main flaw with village golems is how useless they are during raids. They rarely survive past wave one and leave the village in the village in hands of the player. A simpler way to fix this would be buffing their health but that is boring and it would make them possibly overpowered. What if they got a new ability? Golems should be able to create space and deal with swarms of mobs with a seismic slam. If golems where able to hit the ground when surrounded breaking blocks below them in a 2 block radius as a last resource but flinging enemies around them up and away, they would be able to have a better resistance against the high damage waves of vindicators. Player spawned golems: If we spawn a golem, we usually want it to defend our base. This does not happen. What if golems went into the previously mentioned scouting state around the player's base. The players base could be determined as a 30 block radius surrounding the closest bed to the golem when it was spawned. Pillager outpost spawned golems: Golems encased in pillager outposts should follow players when freed. As a way of thanking the player when freed, golems should stop following the player when they detect the closest base as start protecting it. If some of this ideas sound too OP or too weak, please comment any suggestions to change this rework. Thanks a lot for your time :D [link] [comments] |
Baby Villager: Small Gifts & Big Dream. Posted: 30 Jul 2019 10:06 AM PDT After many updates and versions of Minecraft, the Villagers are getting smarter, more lively and have more variants. Here are some of my suggestions for the Village vs Pillage update. 1. Gifts for Baby Villager. • Giving some gifts to Baby Villager will increase your popularity in the Village. • Some gifts that Baby Villager will like: Clay Block, Slime Block, Painting, Book and Quill, Note Block, Banner, three kind of Dye and Poppy. • Drop all those gifts near Baby Villager and he will pick them up. • After Baby Villager takes the gifts, your popularity will increase by 5 points. 2. Baby Villager with a Big Dream. • There are another gifts that Baby Villager likes but it doesn't increase your popularity. • Those gifts are Leather Helmet, Leather Chestplate, Leather Leggings, Leather Boots, your own locked fully map and finally, a Wooden Sword. • By giving Baby Villager a dangerous toy like Wooden Sword, your popularity will decrease by 5 points. • But after Baby Villager takes those gifts, he will be excited and want to become an Adventurer. 3. The Adventurer. • When the Baby Villager, who wants to become an Adventurer, grows up, he will leave the Village. (actually, he just despawn) • After 30 in-game days (720.000 ticks), The Adventurer will appear near player's home. • Adventurer is Utility mob, looks like a Villager with cool armor-like skin, riding a Llama. • Unlike Jockey mobs, Adventurer and his Llama are a single mob and share a health bar. • Adventurer has 50 Health points and 20 Armor points. • Hostile mobs will stay away from Adventurer. Expect Zombies, Husks and Drowned. • Adventurer attack Zombies, Husks, Drowned within 30 blocks with Crossbow. • Adventurer visits your house to give you some presents and trade with you. • Right click Adventurer to trade with him. He pays a lot of emeralds and some other things to buy new weapons and armor from you. He will pay more if those weapons and armor are enchanted. • Right click Adventurer's Llama to open its inventory. There are some rare and useful items here. Those items are the presents that Adventurer wants to give you. • Adventurer stays for three days then leaves. After 30 days, he will visit you again. • Adventurer can't be hit by the player. If you try to hit Adventurer, he will block it. • There is only one Adventurer. If you try to create another one, it will fail. But your popularity still decreases because of the Wooden Sword. 4. Can The Adventurer become Overworld Boss?! I have read many suggestions about the Overworld Boss. But have you ever thought that you, a player, are already a champion of Overworld. If there is a Overworld Boss, it will be you or someone like you. That's why I think Adventurer can become Overworld Boss. If the player tries to hit Adventurer three times with any weapon, he will think you want to challenge him. A long health bar appear with the word "Adventurer" on top of it. The Challenge begin. At the beginning of the match, Adventurer summons an Iron Golem, buys some time to drink some Potions with Positive status effects. If you are more than 15 blocks away, Adventurer will use Crossbow, Arrows and Firework Rocket to attack. If you use ranged weapons, Adventurer's Llama will run around and try to avoid your attack. If you are less than 15 blocks away, Adventurer will use Splash Potion of Slowness, Crossbow and Arrows to stop you. If you are less than 8 blocks away, Adventurer will use his most favorite Enchanted Diamond Sword to attack. When Adventurer's health points is less than 25% for the first time, he will summon an Iron Golem and run away, buy some time to heal. When Adventurer's health points is less than 25% for the second time, he will summon an Iron Golem, run away, summon another Iron Golem and throw some Splash Potions with Positive effects at it. After you defeat those Iron Golems, Adventurer will approach and attack you with his most favorite Enchanted Diamond Sword. When Adventurer's health points drop to 0, he will use Totem of Undying to revive. But don't worry. When he uses Totem of Undying, he loses. (That means If you uses Totem of Undying, you will lose too.) If you lose, nothing happens. If you win, Adventurer will give you his most favorite Enchanted Diamond Sword. After losing to you, he will visit you more often with better presents and better trade. Next time, if you challenge the Adventurer again, he will become stronger. Sorry if my English is too bad. [link] [comments] |
The ability to use totems of undying on animals Posted: 30 Jul 2019 01:52 PM PDT Let's face it. The totem of undying is kinda crappy since it is really situational. But it could be used to save the lifes of your friends that dont respawn, your pets. The ability to give a second chance to your horse or your dog would be a really nice adittion. With a maximum of like 3 totems at once the totem icon would display on top of the animals head or next to their nametag. Still not conviced? Count the deaths of pewdiepie's pets. [link] [comments] |
“Too much Time, Too much Effort” - a new advancement Posted: 30 Jul 2019 01:50 PM PDT "Plow through an Unbreaking III diamond hoe. Twice." The advancement "Serious dedication" involves you completely using up a diamond hoe. The advancement is MOSTLY A JOKE about how uselessly durable diamond hoes are, but it must be pointed out that diamond hoes are not the most durable they can be. SO: A new advancement to be added that, just as diamond hoes have about 8 times the durability as an iron hoe, has the player waste the durability of two Unbreaking III Diamond hoes, approximately equivalent to eight times a standard diamond hoe. This would be an ultra hard farming advancement placed after "serious dedication", and could possibly be put in as a secret advancement. The description would be, "I see you forgot to re-evaluate your life choices, huh?" (Off of the description in "serious dedication") Note: while the advancement serves as a semi-joke and would be very hard to get, the suggestion itself is not a joke. Minecraft has shown in the past that they can take a joke, and I think this advancement would serve as the perfect capstone for what they already treat as a joke advancement. [link] [comments] |
A separation between mobGriefing and monsterGriefing Posted: 30 Jul 2019 01:12 PM PDT These gamerules should be separated, as there is a difference between creepers destroying builds, and foxes eating berries. It would seperate the passive and hostile mobs. [link] [comments] |
Posted: 30 Jul 2019 09:31 AM PDT I love how the rains, thunderstorms, and snow in Minecraft just because it makes the world more lively, but I feel like the deserts are left out and I feel like this would fix that.I'm thinking maybe just particles in the air like rain, but maybe it could be like snow with sand blocks randomly appearing. [link] [comments] |
Posted: 30 Jul 2019 07:06 AM PDT Swamp WitchThis should be a remake of the classic witch, keeping the same hut, and combat aspects of it, however it should be a neutral mob, and only attackts when provoked, this includes attacking it or the cat it spawns with. It should sell potions for high amounts of emeralds, and sells brewing materials. WitchdoctorsThey should spawn in similar looking huts in savannah biomes, that you can exchange emeralds for extra health, however it will reset upon death, all this could be useful for those playing in hardcore mode. Health for low amount of emeralds, why low? Well one single hit point isn't going to do Much, and purchasing a few would end up as a total cost of being a lot, as well as it resetting after death. Trades would include a fountain. Why a fountain? I was tired of not being able to edit biomes, like I love the colour of the green grass from the jungle, and activating a fountain of a specific biome would convert the surrounding area into the biome chosen permanently. Voodoo witchesThese witches should spawn in treehouses inside jungles as would sell voodoo dolls of mobs. the voodoo dolls are limited to the amount of different types of mobs that are able to be spawned naturally by spawners, this would allow players to change out mob grinders anywhere. Although mobgrinders are rare, you are probably able to find one in the first few nights playing minecraft, and sometimes they are not the ones you most want, so with the voodoo dolls you can change up your own mob spawner at high prices of emeralds. A mob spawner is made when inserting the voodoo doll of the desired mob into the cage. [link] [comments] |
Posted: 30 Jul 2019 08:56 AM PDT Fireworks are mostly cosmetic items with no practical use (apart from the elytra). Crossbows, however, give you the ability to shoot fireworks with an actual potential in combat. What if a new firework type dealing more damage than usual ones was added, exploiting the crossbow's ability and making it a good alternative to the bow? This firework (I'm not sure about its name) could be crafted with fire charges and deal around 7 damage in a small radius. It could also have a slight chance of igniting the block it hits on fire. [link] [comments] |
Occasional Healing Potion in chests Posted: 30 Jul 2019 08:44 AM PDT It would give a more adventurous and classic RPG feel to the game, and it would also help players on PC hardcore. [link] [comments] |
Tips for suggesting: Part one: Basics Posted: 30 Jul 2019 11:08 AM PDT So, I may not be known very well here, but I'm sure some of you see me as the ass who goes around telling people they're writing their suggestions wrong. So, I've decided to prevent myself from having to do that by giving tips on how to write your suggestions right. My next part in this mini-series is gonna be on bosses, so look out for that if you're writing one of those types of posts right now! Now, onto the things you must remember! So, the first thing you need to remember when writing any suggestion is to be assertive. Do not say "maybe this" or "there could be". If you're not confident enough to be definitive about it in the suggestion, then chances are, you shouldn't be putting it in there. And if you're willing to take a chance, then put it in with your most confident voice. If you sound proud and sure of your idea, it can really make others feel the same. Another thing to remember is that it is okay to save a draft. You can come back and finish it later if you don't have time. There are too many suggestions every day that fail simply because they have no detail. Put an adequate amount of detail into the first part, and if you don't have time to finish, put some notes in a list at the bottom of what to write when you come back. I'd rather wait a long time for a better suggestion than get a bunch of less-than-half-baked mish-mashes of underdeveloped brainstorms. Take your time, use your checkpoints.(If you say you don't know how to save a draft, then, well... you're lying. There is a big button right next to post, and if you've ever made a post on Reddit, you have seen it.) One of the most important things to remember when suggesting is that different kinds of suggestions require different amounts of detail. If you're writing about a new decorative block, then the most detailed things you can put in there are uses in redstone or build hacks. However, dimension suggestions need to basically be full essays. They need mobs, structures, items, effects, unique attributes, themes, biomes, and SO MUCH MORE. Finally, there's something you need to think about after you post. And that is that you're not on an opposing side from the critics. They're trying to help you make your suggestion into something great. Now I'm not saying you can't point out something they missed which invalidates their critiques, I'm just saying to do this politely and remember that they're human too. Humans make innocent mistakes all the time. You can civilly dispute their critiques and explain why their suggested edits wouldn't work, but you must first confirm that this is the case. Know that not everybody has the benefit of knowing how your suggestion works as well as you do. A lot of critiques will come down to the OP not realizing this and under-detailing their post as a result. TL;DR git gud at detail (Just kidding; I really can't TL;DR this thing, sorry!) Well that's all for now! More specialized tips for Bosses coming soon! [link] [comments] |
Posted: 30 Jul 2019 09:44 AM PDT The zombie pigman mob is one of the most identifiable minecraft mobs in the entire game. That being said, they are also very, very overdue for an update. Here are some random ideas I have to improve this classic mob. NOTE: These updates only apply to zombie pigmen in the nether setting: pigs who are struck by lightning in the overworld will not be hostile towards you or anyone, as their main objective will be to find a nether portal and join their comrades in the nether. • Add "pigman villages." they will be somewhat of a combo between a pillager outpost and a village: there will be a main tower center, where chests can be discovered and zombie pigman guards will be equipped with gold armor to fight you off. There will also be smaller houses around this center where unequipped zombie pigmen will live. • Blaze and Magma Cubes will be hostile towards zombie pigmen if they are not equipped with a gold sword or gold armor, OR if they are not behind the closed doors of their nether village house. • Make pigmen hostile (expect for the beginning exception)! Without this aspect, they are less scary and more annoying. They will not attempt to attack anything that is hostile towards them, which gives zombie pigmen guards the ability to fend off blaze and magma cube from their village, while the unequipped pigmen will hide in their huts. • Blaze and magma cubes only become a problem if they are near a village. If one of these mobs is ten or less blocks away from the border of the village (i.e. the outline of the houses farthest away from the town center) they will "notice" the zombie pigman village and begin attacking any unequipped zombie pigmen in sight. (note: if all unequipped zombie pigmen are in their houses, the mob will flee the scene, if not already killed by a zombie pigman guard.) • Zombie pigmen are very focused on staying together in their villages, and will rarely be found alone. if a village has been mostly killed off and less that three zombie pigman guards or less that five unequipped zombie pigmen are left, they will travel in a pack to find the next nearby village. • Zombie pigman "packs" will consist of 3-10 zombie pigman guards and 5-17 unequipped zombie pigmen. • If a zombie pigman guard is killed and the hostile mob(s) have been killed by another guard, an unequipped zombie pigman may pick up the guard's armor or sword (if dropped) and resume his position for the town center. • "Zombie pigman guards" will be somewhat similar to iron golems in the sense that some will be outlining the village and ready to fend off mobs. However, some will also be in the town center, also ready to fight off any mob that manages to get past the outline of the village and closer in (usually this would be you (the player), as by this time the hostile mob made it past the "border," unequipped zombie pigmen have already fled to their homes.) • Enough with that segment that i'm pretty iffy about (a lot of the logistics still have to be worked out & the whole idea definitely has a lot of faults) One thing that we should ALL agree on is DIFFERENT ZOMBIE PIGMEN SKINS!! I'm tired of seeing the same skin over and over and over. The same concept will obviously be there (a skeleton/zombie/pig/man crossover), but there will be more variety. Different placement of different elements could combine for many different zombie pigman skin ideas. I think this is the most important point of all. This entire idea sparked more thinking to nether villages: what about nether crops that could only grow if soul sand is placed near lava (as regular crops would with water)? what if nether golems really could exist, replacing the zombie pigman guards on the outside of the village, and could be created with red nether bricks replacing the iron? What if zombie pigmen had different tasks, as regular villagers do, such as the farmer zombie pigman, who is meant to tend to the "nether crops"? What if when a player eats such crops, they are given a unique spell that, rather than burning the outside of the player, burns the insides of the player, and the effects last as long as rotten flesh? If you don't like any of my ideas, I'd prefer if you didn't just outright say it- open a discussion! What don't you like? What do you like? What would you add to this idea? I appreciate any input you guys may have! This is my first post in this sub, so don't expect these ideas to be high-class, ok? Just have fun with it! [link] [comments] |
Posted: 29 Jul 2019 08:35 PM PDT Getting a charged creeper is hard enough in the first place, especially without a channeling trident. But to safely deliver that creeper into an end portal and get the Dragon's health low enough so that the creeper's explosion deals the final blow? You definitely deserve more than a dragon head for such a monumental task. [link] [comments] |
Add a new structure for Pigmen Posted: 29 Jul 2019 09:35 PM PDT We know that Pigmen are more intelligent than other mobs due to their being able to hold swords and coordinate attacks. Since the landscape of the Nether is pretty bland (in my opinion), it would be cool to have the occasional hut or structure spawn in the Nether that houses exclusively Pigmen. [link] [comments] |
Posted: 30 Jul 2019 01:50 PM PDT A few more advancements would hurt right? We have 211 so i'll add 4 more. Ahead Of Battle Waterpowered Graced Get the Dolphins Grace effect. Uncovered Find a Jungle Temple. [link] [comments] |
Posted: 30 Jul 2019 08:45 AM PDT Mobs when on low health maby 1 heart would get a final stance ability that increases in strength the higher the difficulty. All mobs will have a different final stance eg. Zombie/Zombie villager/husk/drowned will get faster and dell more damage, Skeleton will unleash a large volley of arrows (kinda like in the survival test). [link] [comments] |
Some actually good curse enchantment ideas Posted: 30 Jul 2019 10:01 AM PDT This is the first of my series of suggestion that aims to make the game more alive and interesting. I've seen a lot of curse enchantment ideas that are generally bad/boring/add fews to the game other than being annoying, so I made some ideas of my own :D My principles when making curse suggestions: - No an exact "negative of normal enchant" so they will be unique and adds to the game - Add mechanics that are useful (for map making for example). So here are them Curse of Cleansing (Tool/Weapon): Anything broken/killed by the tool/weapon will not drop anything, overriding all enchantments and loot table modifications. Curse of Instability (Tool/Weapon/Armor): The item have a 0.1% chance of instantly breaking when losing durability Curse of Soul-Binding (Tool/Weapon/Armor): When the item is broken, the owner will be instantly killed. Curse of Draining (Tool/Weapon/Armor): You will not be able to healing in anyway when wearing/holding the item, instead, for every point of heal you are supposed to heal, the item will gain 3 points of durability. When you didn't regenerate health while wearing/using the item for over 1 minute, the item (if damaged) will start to drain 1 health from you every 30 second. [link] [comments] |
Older passive mobs should be given new texture variants. Posted: 29 Jul 2019 08:46 PM PDT Since the Horse Update, new mobs, especially passive ones, have been introduced with a variety of different textures and appearances. Horses, cats, rabbits, foxes, llamas, villagers, and fish all have various different textures. Even older mobs like Mooshrooms have gotten new variants as of 1.14. With all this variety, I feel like some of Minecraft's oldest mobs have been left behind. Cows, pigs, and chickens still only have just a single texture. Sheep are really the only classic-era mob that have a variety of different looks, though they still look the same when sheared (maybe give some of them black skin?). It's not a huge issue but compared to all the diverse new mobs, it'd be great to see some of the older ones get some variety too. [link] [comments] |
Swords only use one durability to break bamboo Posted: 30 Jul 2019 01:46 AM PDT I understand why they use two to break blocks but in early game before i have enough stuff for a automatic bamboo farm its a really annoying to go through 4 iron swords for a single harvest [link] [comments] |
Posted: 30 Jul 2019 10:52 AM PDT This enchantment would be put on a helmet and chest plate and has two levels. The actual function of the enchantment is that it gives the player resistance to lightning damage like storms,channeling and even charged creepers. Level 1- 15% resistance Level 2- 25% resistance and 5% attack damage buff [link] [comments] |
Posted: 30 Jul 2019 10:29 AM PDT Since cats can sleep, why can't dogs sleep. When it's night time, your dog will automatically go to the bed and sleep. You can wake him up by right clicking him. [link] [comments] |
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