Minecraft The ender dragon egg keeps chunks loaded. |
- The ender dragon egg keeps chunks loaded.
- New villager type "Explorer" To aid the player in locating more structures, villages, and biomes.
- Shearing vines/reeds/kelp/bamboo to stop them from growing any further
- A subtle magic sound effect for when a mob drops a rare item (music discs, tridents, rabbit's foot, etc)
- Sunken Forests, a new biome
- More cliffs
- New plant: Spire Coral
- Apple tree
- Zombies
- Endermen sometimes spawn holding Netherrack in the Overworld
- Changes to Slime
- When arrow hits a block it makes different sound based on the material
- New Villager Type: Logger
- If you give a tamed cat a fish, the cat will follow you like a dog for a few minutes.
- Snowy Biome Ideas
- A prehistoric realm in minecraft
- Spawn rate option for structures!
- Mob Heads
- Destroying a Spawner should always give 2-3 levels of EXP
- Biome specific villager trades
- Daggers
- Salt (item and blocks)
- Fisherman Villager: Fishing, Sharing Food & Feeding Cats.
- Exploration Update Ideas
The ender dragon egg keeps chunks loaded. Posted: 04 Aug 2019 11:51 AM PDT The dragon egg currently serves no purpose other than being a trophy. Sure, it's priceless (since there's only one dragon egg per world), but it doesn't actually do anything. As random as this is, I think it would be cool if we could use the dragon egg to keep the chunks they're in* loaded. This would allow for some cool long-range redstone contraptions, and, since you can obtain more than one egg in creative mode, it would be perfect for bulk command block machines. *Edit: and possibly the chunks around it [link] [comments] |
New villager type "Explorer" To aid the player in locating more structures, villages, and biomes. Posted: 04 Aug 2019 12:18 AM PDT This relates to game progression in that it aims to gain more player involvement earlier in game, and let them find structures easier. Another villager type may seem excessive, but hear me out. Explorers don't live in the village, but rather in outposts stationed around the nearby world, within 3000 blocks, and are placed at random (although preferably in a separate biome). For every cartographer that the village spawned with, there will be 1-2 explorer outposts. Cartographers will sell the player maps to these outposts and to structures near these outposts. The maps sold that lead the player to the outpost will be named after the biome the outpost is stationed in. Explorers at the outposts will sell maps back to the village from which the originate and maps to the structures but for a slightly lower price. Since villages explore their surrounding area, it would only make sense that they would find other villages. Adding structures I call embassies to villages that are close together would be the result of this discovery. An embassy would contain a villager that sells maps to their originating village. A village would have an embassy if they are within several hundred blocks of another village. This would be a way to make the game feel more alive, and to be more realistic, villages hundreds of years ago traded with each other. I'm suggesting that in Minecraft they actively trade, it's just implied through the embassy (even though they don't trade.) Villages seem to have been made less rare in 1.14, I say that they should be made slightly rarer. The reason for this is you can still have it be easier to locate villages, but it be a less lazy way and more interactive way. Upon adding interaction between separate villages, it would only make sense for each village to be readily identified. Possibly by each one having their own banner that they will fly on buildings and flagpoles. Any wool in a village will match the banner in color (ie. Base color red, blue dot -> Red and Blue wool) Click here to see examples of these structures Edit: Credit to u/conorh3617 after exploring all of the maps that you buy from the *explorer* they will upgrade, thus increasing the range that they will All of this provides a simple way to be able to
The reasons for this change are currently in Minecraft, there isn't a whole lot of interaction between you and the villagers before you are in the endgame. The only interaction between you and villagers is basically you exploiting their mechanics to aid you in creating farms, or stations to trade with them. Yes, you can trade with them prior to beating the dragon, but it is still when you are at the functional end of the game. Villages are also somewhat rare, making you have to play for a while to find them. There should be more interaction between you and the villagers earlier in the game. This would breathe more life into them, since it would be before you *can* exploit them for slave labour. I suggest we do this is the form of adding an explorer villager. Village cartographers map out certain structures, but not all of them. And just as well, you do have to think, how did they find these structures if they never leave the village? [link] [comments] |
Shearing vines/reeds/kelp/bamboo to stop them from growing any further Posted: 04 Aug 2019 02:29 AM PDT The title pretty much explains it all. Right click with shears on any of the above plants (plants that physically grow in size) to stop them from growing further. This would be mostly useful for vines, so that finally we no longer have to place string everywhere anymore, but for consistencies sake it should work for all of these plants. The part you snipped should get a slightly different texture to indicate that it will not grow any further, to prevent any confusion in the future. Here is an example for how that might look for vines. If you break the snipped end of the plant it can grow again. If you like this idea, please upvote it on the Minecraft feedback website, because that is the only way for Mojang to consider adding it. Link here: https://feedback.minecraft.net/hc/en-us/community/posts/360048401832-Shearing-vines-reeds-kelp-bamboo-to-stop-them-from-growing-any-further (might still be pending but I think you can vote already) [link] [comments] |
Posted: 04 Aug 2019 11:28 AM PDT |
Posted: 04 Aug 2019 09:21 AM PDT To add another detail into the Minecraft world, we should have ancient forests that have been sunk deep in a body of water. The sunken forests can be made out of shredded wood or a new type of wood: "petrified wood", just a decoration block for builders. It's mostly for aesthetics and breathing more life into the game. [link] [comments] |
Posted: 04 Aug 2019 04:31 AM PDT I feel like the current world is mainly made of slopes with different steepness. I love to see really high cliffs you can't climb because they are vertical you can't just parkour up it you need to build stairs. The size of the cliff doesn't really matter It could be 10 block tall as well as 50 but it needs to be vertical or an overhang. [link] [comments] |
Posted: 04 Aug 2019 05:47 AM PDT Spire Coral is a type of coral that only generates in the Nether. Its name derives from the fact that the coral takes the shape of huge "spires" that erupt from lava oceans. These spires vary in height, length, and shape(some are straight, some are jagged, and some are curved). The smaller coral and coral fans spawn at the bottom of lava oceans and on top of magma blocks(they also spawn on the coral blocks for added depth). If Spire Coral is placed outside of lava/magma blocks, they turn into dead versions. The dead versions have a dark and ashy appearance, reflecting their firey surroundings. All connected Spire Coral Blocks will live if at least 1 of them is touching lava. If Spire Coral touches water or is placed in water, it will combust with an explosion strength of 1. I think this would add a lot of life, color, and flair to the Nether. What do you guys think? [link] [comments] |
Posted: 04 Aug 2019 07:47 AM PDT Currently in Minecraft, there are many tree types. With luck, you will manage to get an apple out of a tree. My idea is, remove this feature and just add an apple tree, which you can pluck apples from and you get 5 apples if you chop the tree down.. this makes the game more fun and it can also be used as an decorative block [link] [comments] |
Posted: 04 Aug 2019 01:06 PM PDT Zombies are the most common enemy in the game. They spawn from the very first night and hunt you down until your very last. They aren't difficult at all, which makes sense. They aren't supposed to be. They're just standard, stupid undead that only pose a threat until you have an iron sword. But there are other versions, too. The husks and drowned provide a new level of challenge to the standard zombie enemy, as well as providing a concept that has piqued my interest: your death plays a role in your undeath. There are more ways to go than drowning or starving, though. This is why I am suggesting a whole new stock of zombie variants. They don't all have to be added, especially not at once.
Again, I don't see all of these new zombies being added, especially not at once. Sorry for the long post. [link] [comments] |
Endermen sometimes spawn holding Netherrack in the Overworld Posted: 04 Aug 2019 01:35 PM PDT Would be an interesting sight to see, and to give another sign to players that they can hop between dimensions [link] [comments] |
Posted: 04 Aug 2019 06:13 AM PDT I've compiled some ideas of my own, as well as some I heard from other people. New actions: 1: Slimes should not take fall damage, seeing as that's what happens when a player lands on a slime block. Maybe slimes could even bounce back up, depending on how long high they fall from. 2: Slimes should take less damage from arrows, and arrows should get stuck in the slime like on a player. 3: Different sizes of slime should have different sizes of jumps.
New behaviour: 4: Slimes should actively seek out planted crops, and try to trample them. Combined with the higher jump heights, this will make slimes a real pest. 5: When a slime lands on a non-food item, the item will be visible inside the slime. When it lands on a food item, it will eat the food and when it has eaten enough, it will grow a size. You can also feed it to accelerate this process. Amount of food needed to be eaten to grow scales up with each size. New items and King Slime 6: When a large slime eats enough food to grow, it changes into a new mini-boss, the King Slime(Kinda like how zombies turn to drowned). It is a massive 8x8 blocks. It has as much health and attack as an iron golem, but is completely immune to arrows. It can jump 10 blocks into the air, and when it lands, it leaves a pool of slime(more on that later). Its weaknesses are fire and explosives. Explosives just do damage, and fire also makes it smaller(it melts), however you won't get as many drops when it's small. The slime king drops a new item called super slime, which can be combined with enderpearls to make Slime Pearls, which bounce, and only teleport you on their second impact. It can also be thrown like a snowball, and will bounce around for a little bit. Credit for superslime idea goes to TangoTek. 7: Slime bomb. Combine a slimeball and a bottle in the crafting table, and you have a slime bomb. When thrown, it spawns a pool of slime goo, which slows players and mobs who, walk on it, down. 8: A new block: Slime Goo. It cannot be obtained in survival mode, and will disappear after some time. It slows players and mobs, who walk over it, down. It is spawned from the king slime and slime bombs. 9: Bucket o' Slime. To make a bucket o' Slime right-click a tiny slime with an empty bucket. When you are in a slime chunk, the slime will jump in its bucket, as seen in the Quark Mod. You can always right click to let the slime out again. 10: Slime Pearl. Superslime and an enderpearl in a crafting table make a Slime Pearl. Slimepearls bounce, an only teleport the player on their second impact. And that's it. Let me know how you feel. Are they stupid? Good? Tell me! [link] [comments] |
When arrow hits a block it makes different sound based on the material Posted: 04 Aug 2019 01:38 PM PDT When an shot arrow hits a block, it should make a different impact sound based on the material of the block it hits. For example, a THOK / THUD when it hits wood and a rustle when it hits leaves [link] [comments] |
Posted: 04 Aug 2019 09:40 AM PDT This villager type would be focused primarily on wood related items such as saplings and logs. I know that I'm a little late for 1.14, but anyways. If you've got any ideas for workstation blocks or trades, just shout them out. EDIT1 From u/minecart64 Name should be carpenter, and workstation a sawmill, the same as stonecutter, but for wood. [link] [comments] |
If you give a tamed cat a fish, the cat will follow you like a dog for a few minutes. Posted: 04 Aug 2019 04:39 AM PDT I'm tired of having to destroy all the beds in a village just to get my cat back to my base. This would be easy to do (I think) and would make cats less frustrating. [link] [comments] |
Posted: 04 Aug 2019 03:59 AM PDT Right now, mostly everyone is focusing on a cave or nether update. Here I am, posting my ideas for a potential snowy tundra/taiga update.
That's all. TL;DR: Hurr durr make snow better [link] [comments] |
A prehistoric realm in minecraft Posted: 04 Aug 2019 04:00 PM PDT Minecraft already added fossils. In a future update, there should be a portal that brings you back in time where there are prehistoric animals. The portal would be a rare find, and you could get better armor and rare enchantments in the past realm. It could be like a second overworld, but you would actually need to go back for more than just mob farming unlike the boring nether and end realms. There could be exclusive plants that are beneficial, but can only be grown in the prehistoric world. Maybe there can even be a prehistoric nether realm... Anyway, I think that a prehistoric update would be a good idea. [link] [comments] |
Spawn rate option for structures! Posted: 04 Aug 2019 08:26 AM PDT We have an amplified setting for crazy terrain generation, I think a slider for structure generation spawn rates would be a neat feature, similar to water/lava lake rarity in the buffet feature! Sometimes i just want that infinivillage [link] [comments] |
Posted: 04 Aug 2019 06:34 AM PDT Mobs should have a small chance of dropping their heads. All mobs, not just the base ones like creepers and zombies. [link] [comments] |
Destroying a Spawner should always give 2-3 levels of EXP Posted: 04 Aug 2019 01:33 PM PDT There should be a better reward for destroying a spawner (especially since some people just use it to make a mob grinder for exp anyways). They should always give ~3 levels of EXP. This would make the grind that is getting exp at least a tiny bit easier for the average player. [link] [comments] |
Biome specific villager trades Posted: 04 Aug 2019 05:59 AM PDT Idea: to create villager trades more relavent to the biome that they were spawned/bred in. For example, sweet berries for taiga villagers, possibly a new costal village that trades fish and kelp. Just an idea to make it easier to get emeralds for these different biomes [link] [comments] |
Posted: 04 Aug 2019 03:40 PM PDT Originally I feel like daggers were something that would feel out of place, but in recent years Minecraft has seemed to begin a push into more horizontal progression, with the additions of axes doing more damage, crossbows, and tridents. Daggers would be a perfect addition for what looks to be a combat update coming in 1.15. What I think daggers could be is a weapon that does less damage, but has a very fast attack speed. It also wouldn't be able to sweep like a sword, due to its size. Another ability a dagger could have is the ability to duel wield. Slowing down attack slightly on each dagger, but allowing you to get more hits in total. The dagger shouldn't have the exact same enchantments as the sword, for example it couldn't get fire aspect or knock back. But keep more basic enchantments like sharpness. In composition it could get enchantments like a dash attack when you are duel wielding. Or if you are holding one dagger there may be an enchantment to through it, and the ability to pair it up with loyalty. I think a dagger would be the perfect weapon to add in 1.15. [link] [comments] |
Posted: 04 Aug 2019 03:29 PM PDT Salt. Sodium Chloride. That's right, good old salt. It is a crystal. It can be found in caves (in layers like snow) at Y63 (sea level) and above. Also found naturally on sand beaches. Scoop it with the shovel. Once scooped, it stacks as single item that can be used in recipes or crafting. You can eat it, but it does not affect your hunger or health meters. Craft 3x3 salt on a crafting table to crate a Salt Block. Use it for decoration. Salt blocks will attract nearby cows and sheep. Has potential to be a part of a Sea Water block (and would not be found in a Pure Water block), but that's another suggestion. Salt can also play into gamer memes; throw it at players who complain a lot. Salt! A natural addition to Minecraft, if you ask me. [link] [comments] |
Fisherman Villager: Fishing, Sharing Food & Feeding Cats. Posted: 04 Aug 2019 01:58 AM PDT • At work time, Fisherman finds a place to fish. He can only catch fishes and Fishing Rod. • If he catches fishes, he will keep them and share the edible ones with another Villager. • If he catches a better Fishing Rod, he will use it to fish. • If he meets a cat, he will feed it. The first cat he fed will be tamed and become his pet. [link] [comments] |
Posted: 03 Aug 2019 10:07 PM PDT -Zombie Pigman towns in the nether, they'd use gold nuggets instead of emeralds, they'd sell a variety of nether specific goods, (Enchanted Golden Swords, Ghast Tears, they'd buy mushrooms and netherwart etc). They'd have their own pigman guards and nether golems made out of Quartz possibly. -Temples would be more like RPG dungeon crawls that have multiple levels that lead to a boss and offer unique trophies. Fight through a pyramid and fight waves of unique enemies to fight a mummy st the end and claim a unique decorative item or weapon, maybe a sarcophagus or a unique Pharos staff or headpiece. Maybe in the jungles you'd find an Aztec style temple where you fight possibly villagers or humanoid enemies wielding poisonous blow darts. -Randomly generates structures wouldn't consist of just random tiny places with a small chest of loot, maybe you could search through the ruins of an abandoned village or other building that you can occasionally find to spice up the map. -Villagers give you minor quests, take out a Pillager outpost, find an abandoned mineshaft for a blacksmith, chart a map for a cartographer or discover a new potion recipe for the cleric. These would unlock discounts, level up the villager, reward xp or offer new items you can only get through trading with this villager, maybe a map to a forgotten temple, a one of a kind weapon, an enchanted book that no enchanting table could give you or a one if a kind crafting resource. -New Bosses/Dimensions, the rule of 3 always works well, so far in Minecraft there's 2 dimensions other then the overworks, we have the Nether essentially the underworld for the undead and fire based creatures, the End which is like some kind of purgatory, it's like the overworld in a twisted way, it has intelligent inhabitants and massive cities, but there is no third dimension, this may be cliche but given the assets are there the Aether would be the way to go, with its bosses and dungeons it not only feels like a separate dimension but like an entirely different fleshed out world. Unlike the End and Nether that are like tiny pockets of a unique world the Aether feels on par with the overworld, Along with a third dimension the Nether and End should have an overhaul, maybe the two realms could get generated structures so they feel like actual complex worlds, maybe flesh out the Pigmen and Endermen so they could be like the inhabitants of these worlds like the Villagers and Pillagers are to the overworld, give these mobs there own towns and make them seem like actual worlds. Why are there whole cities I'm the End while the Endermen Do nothing but pickup blocks and leave, maybe you could show why the Endermen take blocks and where they take them too, maybe they build a shrine to the Enderdragon or at least something interesting. What about another example of underused structures, the Nether fortresses why do Wither Skeletons protect it, what's so important about guarding this place. Is it some kind of temple to the Wither, a place to guard the Blaze. All in all it would be nice to see some of Minecraft's more basic and untapped and underdeveloped assets actually be touched on and expanded upon in a meaningful way before the devs focus on adding new things. Hopefully you all got some ideas or concepts from my rant. TLDR: Some idiot rants about how more pointless things can be added to a game that everyone's already content with. [link] [comments] |
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