Minecraft Item's that have durability don't instantly disappear when placed in furnaces |
- Item's that have durability don't instantly disappear when placed in furnaces
- Gold should generate in taiga “rivers”.
- Sandstorms
- You should be able to give a horse an elytra and it will turn into a pegasus.
- More animal variations.
- Elephants
- Cooking Pumpkin Seeds to make them edible
- Allow players to put tall flowers in flower pots (rose, lilac, sunflower, peony)
- Customisable Super-flats for bedrock
- Fisherman villagers should sell a Potion of Luck as their final trade.
- Graveyard
- Abandoned mineshafts should have vindicaters but they hold iron pickaxes and drop ores
- You should be able to put ANY block in a minecart.
- New advancement: The ultimate showdown
- Bane of the Unholy: A combination of Smite and Bane of Arthropods
- New Villager: Scientist
- More fruit to drop from decomposing leaves.
- A fourth setting for cloud visuals called fast ‘n’ fancy!
- Default world names should change depending on game mode
- Each villager profession gets a corresponding wool color. Villagers will live in houses marked with banners of their color and will only sleep in beds matching their color
- Villagers throw gold nuggets into wells
- Redwood trees
- Ancient Panda Statue
- A way to make flowers renewable through seeds, so you can make dye farms without red stone and have consistent flower growths.
- Ice and snow bricks
Item's that have durability don't instantly disappear when placed in furnaces Posted: 06 Jul 2019 10:45 AM PDT Like it says in the title. If you place a wooden pickaxe for example in a furnace instead of instantly disappearing it will slowly lose its durability over time as it's burned. This will help prevent you from accidently placing God Rods or God Bows in a furnace and lose them forever. Thank you for coming to my TED talk. [link] [comments] | ||||||||||||
Gold should generate in taiga “rivers”. Posted: 06 Jul 2019 04:59 AM PDT I think that very rarely, singular gold ore blocks should generate in the floor of those shallow "rivers" and lakes that generate in taiga biomes, because to me, these are super reminiscent of the places where prospectors panned for gold during the American gold rush. The taiga is one of my favourite biomes but I think it's really underdeveloped (especially in Bedrock without foxes) and this could add some depth and value to the biome. [link] [comments] | ||||||||||||
Posted: 06 Jul 2019 11:31 AM PDT There should be sandstorms in deserts that last about as long as rain but happen less frequently. I think it'd be cool to have mobs that only come out during sandstorms like maybe a mummy mob that is difficult to kill but drops high rewards such as emeralds or loot (weapons). You should also have to craft goggles that let you see in the sandstorm. Without them your vision would be dusty. [link] [comments] | ||||||||||||
You should be able to give a horse an elytra and it will turn into a pegasus. Posted: 06 Jul 2019 10:30 AM PDT | ||||||||||||
Posted: 06 Jul 2019 07:53 AM PDT We already have variations of Rabbits, Horses, Parrots, Pandas, Cats, Foxes, Tropical Fish, etc. But why not have other animal variations. For example, take the Chicken. Other than just having a normal white colour, there could be brown, grey and black colours. Another one, Cows. Not only should there be only one brown variation. Why not add a black variation, and even both variations without horns (the variations without horns are more common than the variations with horns). At last but not least, Pigs. There should also be black, brown, grey and spotted variations as well as the normal pink colour. [link] [comments] | ||||||||||||
Posted: 06 Jul 2019 10:29 AM PDT Nearly a year ago, I made a post advocating for the inclusion of elephants in the game. While my desire for their inclusion remains unwavering, I believe certain aspects of my post are outdated in the grand scheme of Minecraft and the general direction of the game. Taking inspiration from new inclusions in the 1.14 update, I've elected to revisit the concept. ELEPHANT
A reason I've seen for not including elephants in the game (aside from ethics) is one of modeling - elephants would be "too blocky and cumbersome" for the game. However, with a little bit of effort in Techne, I believe I've made a mock-up that makes a potential elephant look enticing while keeping it simplistic. And if we can get a large mob like the Ravager, then surely an elephant wouldn't be too blocky if done correctly. So, what would elephants in Minecraft entail? PURPOSE Elephants in this game can serve to teach players the value of keystone species, an important concept in ecology. In the wild, elephants knock down trees often in order to obtain their next meal or simply destroy vegetation under their weight as they walk. This destruction is one of the reasons why (in addition to seasonal rains) elephants are cited as being a major component in grassland and savanna creation in the areas they inhabit. To quote my previous post, these grasslands are important habitat for other grazing animals, whose habitat would not exist otherwise if trees were prevalent. Aside from this teaching tool, elephants mesh well with the game's setting and are found throughout fantasy. SPAWNING & ATTRIBUTES Elephants would be a neutral mob exclusive to the savanna, adding intrigue to the biome's current underwhelming state. They would spawn in herds of 2-5 individuals, with a 5% chance to spawn as infants, though other passive mobs would be given priority when spawning, keeping elephants relatively rare. Like polar bears, baby elephants would be passive and protected by nearby adults, though the latter would only become aggressive if the player were to strike the calf. As large animals, the adults would be resistant to knockback in a manner similar to Iron Golems, only being affected by the Knockback and Punch enchantments. Because of their trunks, elephants would have a large attack range of approximately 3 blocks, throwing attacking players or mobs up and away with their trunks. Their movement speed would be slow like other passive mobs, with larger yet slower strides, but surprisingly quick when aggravated at around the speed of a Ravager. Elephants could be fed wheat, apples, golden apples, and hay bales as a means of healing them and would follow a player with these items in their hand; they would not be able to be led around using a lead, however. BEHAVIOR Elephants would largely wander about as other mobs do, but come with a few unique features:
ETHICS & CLOSING In my previous post on this subreddit, I stressed the importance of ethics when adding elephants to the game, as they are endangered. However, as pandas, polar bears, and sea turtles have made it into the game, I believe that if handled properly, elephants are indeed capable of becoming a part of this game that we all love some much. There should be a few concessions, most critically no reference to ivory, (hence why there were no tusks in my design at all), as well as not treating them like domestic or tame animals. For this reason, I have reversed my original position on having them act as a mount, as they have not been bred for the purpose like horses or llamas have. These animals just want to be left alone, and allowing riding or taming would encourage a mindset that is contrary to the goal of Mojang and conservation efforts. As I have stressed before, the role of elephants in the game should be exclusively positive in this capacity. It would serve as a teaching tool to Minecraft's younger audience on the environmental value that these animals have, while also filling an elephant-sized hole in the the hearts of many players (myself included). If you like this idea, I encourage you to vote for its inclusion on the Minecraft Feedback website here. This post was too large to fit into a comment over on the website, but voting for elephants may nevertheless see to the inclusion of some of these features. [link] [comments] | ||||||||||||
Cooking Pumpkin Seeds to make them edible Posted: 06 Jul 2019 09:54 AM PDT I don't know about anyone else, but growing up during Halloween whenever we emptied out pumpkins we would cook the seeds and eat them. I think this would be a small, easy, and fun little quirk to add to the game. I don't think it would be difficult to put in either. Pretty simple concept, you can cook pumpkin seeds to make "roasted pumpkin seeds", which you can then eat for 2 hunger points. It's not a huge addition, but I think some of the best changes in Minecraft are small quirks that add in more life and personality to the game. Edit: changed "cooked pumpkin seeds" to "roasted pumpkin seeds" [link] [comments] | ||||||||||||
Allow players to put tall flowers in flower pots (rose, lilac, sunflower, peony) Posted: 06 Jul 2019 05:34 AM PDT The cactus is a whole block, yet it can be placed in a flower pot. I think that it should be possible to plant tall flowers in pots as well. They would look slightly different while in pots (just like the cactus is smaller version of itself). Roses could use the old rose texture while in the pot. Minecraft feedback page (the sunflower should probably be facing east, I just didn't know how to do that) [link] [comments] | ||||||||||||
Customisable Super-flats for bedrock Posted: 06 Jul 2019 12:03 PM PDT Java and legacy console edition both have it, and it's the one thing I need to start building a big city. The 3-block depth is just not enough [link] [comments] | ||||||||||||
Fisherman villagers should sell a Potion of Luck as their final trade. Posted: 06 Jul 2019 12:01 PM PDT Since all this potion does is increase fishing luck, it would make a lot of sense for fisherman to sell this item as their final trade. Because fisherman trades are so useless I don't bother trading with them to the point of master (it's just a pufferfish for an emerald trade), and making this fitting potion their final trade will actually give me an incentive to trade with them. Thanks for reading! [link] [comments] | ||||||||||||
Posted: 06 Jul 2019 01:40 PM PDT Graveyard that spawns zombies and skeletons and has chests with rotten flesh and loot Maybe there should be different graveyards in different biomes with different loot Dessert graveyards spawn husks Ice and snow spawn strays Graveyards next to villages spawn zombie villagers and have more emeralds Underwater graveyards spawn drowneds and have tridents, turtle shells, and fish as loot Jungle graveyards are more mossy and have more bamboo and food Loot varies in different biomes but you can find iron,gold,emeralds,diamonds, and weapons In every biome Sorry for any mistakes I'm using mobile [link] [comments] | ||||||||||||
Abandoned mineshafts should have vindicaters but they hold iron pickaxes and drop ores Posted: 06 Jul 2019 03:31 AM PDT They could also have smaller mineshafts at a village for miner villagers to mine. [link] [comments] | ||||||||||||
You should be able to put ANY block in a minecart. Posted: 06 Jul 2019 12:39 PM PDT All functional blocks (bed, crafting table, furnace variants, etc.) would be usable in the minecart. Blocks with non-GUI functions still do their normal job, so bookshelf minecarts would still affect enchanting tables. Other blocks would just be for cosmetic purposes. Command block minecarts would be hella useful for clocks so I don't have to use a bunch of repeaters when I want to get the timing right. A dispenser minecart could be useful, for stuff like firework displays that only use one dispenser. (etc etc) To compensate for all the frickign entities that this would create, these could be NBT tags for furnaces, like so.
(p.s. hopper minecarts and furnace minecarts would have an NBT tag you can use to control whether you use the block's regular function or the current in-game function) [link] [comments] | ||||||||||||
New advancement: The ultimate showdown Posted: 06 Jul 2019 10:48 AM PDT Type:challenge Required:The end Tip:pit the 2 toughest bosses against one another This Advancement would require the player to summon a wither at the main end island while there is an active dragon there. That's all really. [link] [comments] | ||||||||||||
Bane of the Unholy: A combination of Smite and Bane of Arthropods Posted: 06 Jul 2019 07:42 AM PDT Three melee weapon enchantments that are mutually exclusive from one another are Sharpness, Smite, and Bane of Arthropods. Sharpness, with its net damage increase to all mobs AND players, is often picked, but Smite does see some niche uses as it can one shot Zombies when placed on a Diamond Axe, is useful against Wither Skeletons, and against the Wither itself. Bane of Arthropods, on the other hand, sees barely any uses, as it only provides help against Silverfish, Spiders, Cave Spiders, and Endermite, mobs that are either rarely found and/or have very low health and pose very little threat. As it stands right now, this trifecta of mutually exclusive enchantments is not equally balanced. No one is seriously scratching their heads, wondering what enchantment they'll choose out of the three as unless they're going for some kind of paladin playstyle or are farming Wither Skeleton odds are they're going to choose Sharpness. As such, to make these enchantments stand more on their own I suggest combining Bane of Arthropods and Smite into one enchantment, called Bane of the Unholy. Now players will have to choose between a general damage buff that extends to all mobs and players (Sharpness) or a buff that is more specific (Bane of the Unholy, only applies to Arthropods and the Undead) but deals a lot more damage to them. By combining Bane of Arthropods and Smite you also create an enchantment that is effective towards most of the hostile mobs in the Overworld, meaning it is much more effective than Smite or Bane of the Arthropods by themselves. Furthermore, the enchantment makes sense thematically as the Undead and creepy crawlies/arachnids are often seen as "unholy". If anything, to make the enchantment more unique you can extend the term of "unholiness" to things such as Creepers and Endermen, so that Bane of the Unholy becomes an enchantment effective against every kind of creepy mob. [link] [comments] | ||||||||||||
Posted: 06 Jul 2019 07:31 AM PDT It is only exclusive to Education Edition and Bedrock Edition (only if 'Education Edition' is enabled in the World Settings). It would wear a wear a white coat and science goggles. It would spawn in a new Village structure called a Lab. It's job site blocks are the Element Constructor, Compound Creator, Material Reducer and the Lab Table. You can trade with it to get Compounds, Medicines and other scientific and chemistry things. [link] [comments] | ||||||||||||
More fruit to drop from decomposing leaves. Posted: 06 Jul 2019 03:34 PM PDT Currently oak and jungle trees are the only ones that have any use for gathering food, and cocoa is really only helpful for making cookies or dye. So, what if all trees dropped some kind of fruit or other object when their leaves decomposed? Starting with birch, I think it'd be fitting if they dropped pears, since oak and birch are two very common and somewhat similar trees, just like apples and pears are common and somewhat similar fruits. I suspect they'd restore similar hunger to apples. Spruce trees would drop pine cones, which can be used to add a new pine cone pattern to banners. Jungle Trees would drop bananas. They would restore slightly less than an apple, but would leave behind a Banana Peel which could be thrown to give a hit player or mob the same effect as being on ice for a few seconds. Acacia Trees would drop Thorns. Maybe they could be used to create some kind of trap or new weapon. Dark Oak trees would drop Cherries, which could be crafted into pie similar to how Pumpkin Pie is. This would be it for now, but if other trees would be added I would recommend they get a feature similar to these as well. [link] [comments] | ||||||||||||
A fourth setting for cloud visuals called fast ‘n’ fancy! Posted: 06 Jul 2019 10:31 AM PDT The fast 'n' fancy setting for clouds would allow clouds to change from 3D to 2D depending on whether it's just rained or not. Let's say you've started the game, the clouds would appear as they do on fancy, 3D semi opaque cubes of "water vapour" that is until it rains or thunderstorms. After raining the clouds would take on the 2D appearance of fast clouds seeing as they've used up most of their water. After a while of sunshine these clouds would become 3D again. Unless! If it were to rain again while the clouds still looked 2D then perhaps the clouds could disappear, no rain or thunder occurring until the clouds returned. Vote here if you want fast 'n' fancy clouds: https://feedback.minecraft.net/hc/en-us/community/posts/360048049672-Another-setting-for-clouds-called-fast-n-fancy- [link] [comments] | ||||||||||||
Default world names should change depending on game mode Posted: 06 Jul 2019 10:32 AM PDT For example if you choose creative or hardcore mode instead of the text just staying as ''new world'' it should change as you change the game mode ( example! ) [link] [comments] | ||||||||||||
Posted: 06 Jul 2019 11:32 AM PDT The job blocks added in the village & pillage update helped organize villager behaviors so they stay closer to their "workplace" instead of randomly roaming around, but it didn't do as well with organizing villager homes. Villagers are still pretty random with where they decide to sleep, and placing a bed in the same building as a job block will rarely cause the villager working that job block to actually sleep there. I recently "remodeled" a village & tried to add beds to each building so villagers would have a home where they both lived & worked, but the villagers just randomly pick a bed and end up out of place as a result. Some sort of system to control where villagers live could help keep more order in villages to make them feel more realistic as villagers no longer trade houses to sleep for no reason. Bed colors are an easy way to make it visually apparent which beds belong to which villagers & the matching banners make it easier to track down villagers of specific job types if you're looking to trade. This system would also allow players to create/control villages with this function whereas the game automatically assigning houses to villagers when villages are generated or when villagers spawn would leave it up to random chance. The color assignments themselves aren't important, but here's an example of what it could look like: Red - Librarian Purple - Cleric Lime - Farmer Cyan - Fisher Orange - Fletcher Yellow - Cartographer Black - Weapon Smith Dark Gray - Armorer Light Blue - Mason Brown - Leatherworker Pink - Butcher Light Gray - Shepherd Blue - Toolsmith Green - Nitwit White - Unemployed/Any occupation without a bed of the correct color [link] [comments] | ||||||||||||
Villagers throw gold nuggets into wells Posted: 06 Jul 2019 12:33 PM PDT I think there should be a small chance that a villager would throw a golden nugget into a well like its wishing for something I think it would be pretty cool. [link] [comments] | ||||||||||||
Posted: 06 Jul 2019 12:22 PM PDT Redwood trees would have a small chance of spawning instead of the taiga biome [link] [comments] | ||||||||||||
Posted: 06 Jul 2019 04:04 PM PDT in bamboo forests you should have a chance to find a big panda statue that has desert-temple-like loot. [link] [comments] | ||||||||||||
Posted: 06 Jul 2019 12:14 PM PDT I think the current solution to making flowers renewable isn't good, because it's inconsistent and requires red stone which I feel is unnecessary. I think you should be able to get flower seeds somehow and plant them to consistently get the flowers you want and to farm them. [link] [comments] | ||||||||||||
Posted: 06 Jul 2019 01:57 AM PDT I think these would look great in ice palace builds. I just generally like building with bricks, so why not adding ice and snow bricks? [link] [comments] |
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