- Wandering traders should sell maps to rare biomes just like the cartographer sells maps to rare structures, because for people who don't use extra programs it's sometimes hard to find specific places like a mushroom island.
- a new neutral mob: bears
- Owls
- Dogs should pick up bones like foxes pick up berries
- More “filler” biomes (scrublands, prairies, steppes, etc.)
- Village mayor and town hall
- I know this is one of the frequently asked questions but why can't seasons be considered?
- endermen houses
- Punching a Cactus, Magma Block, Lava source block, Wither Rose, Sweet Berry Bush, Fire, or Campfire with an open hand should deal 1/2 heart of damage.
- Loyalty tridents should bring the items if they kill a mob
- Llamas Chase and Spit at Endermen
- Hermit Villager
- Placeable glowstone dust, similar to redstone
- Passive mobs like cows, sheep, ect should sleep at night
- Cave biomes
- Underground Irrigation
- More Variety In Armor + New Ores
- Curtains.
- A way for villagers to protect themselves
- More Waterlogged Blocks
- 3 Stone Variants
- game should have ruined houses include chest with loot (but not like the ruined villages in game) it will cool to have these in game
- New OverWorld Boss: The Kingpest
- Corns
Posted: 18 Aug 2019 05:39 AM PDT | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 17 Aug 2019 10:50 PM PDT Bears would be a bit smaller than the polar bear, although their general design would be the same. They'd essentially be retextured polar bears, mostly spawning as black or brown, but, rarely, they could spawn as cinnamon, gray, or blond. They would have 3 attack strength in easy, 5 in normal, and 8 in hard, with 25 health points across all difficulties. They would spawn in forest and taiga biomes. The bear would, like its arctic counterpart, be neutral, only becoming hostile if they or their cubs are attacked, or if the player approaches the cubs. Bears would behave this way towards any mob that deals damage to their cubs. They would eat salmon and sweet berries and be more common near rivers and areas where sweet berry bushes are placed. Bears would be hostile to foxes in a 15 block radius. They'd drop experience, sweet berries, and salmon. Bear cubs would have no drops. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 12:53 AM PDT Owls would be a great addition to MC, possibly being found exclusively in dark oak forests. They would be found sleeping during the day and only active at night. When tamed (through rabbit meat), they would guide you towards the nearest mansion when within a dark oak forest, and (like cats) you could wake up to them having possibly delivered you certain items (the rarest being enchanted books). Like parrots, they could also rest on your shoulder. If killed, however, they may have a chance of dropping a special feather that can be used to brew a potion (Potion Of Owl Vision) which enables you to detect when mobs are around you, within a full 360 degrees. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Dogs should pick up bones like foxes pick up berries Posted: 18 Aug 2019 03:26 AM PDT | |||||||||||||||||||||||||||||||||||||||||||||
More “filler” biomes (scrublands, prairies, steppes, etc.) Posted: 18 Aug 2019 12:00 PM PDT (Pic of an example, a Scrubland: https://imgur.com/gallery/zkQZNXz) (https://imgur.com/gallery/QLv9VhO) Minecraft has only a small variety of biomes, and it would be great to see more realistic "filler" biomes to help fill the game up more. Pictured is an example of a filler biome that I created, the Mediterranean scrub. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 07:24 AM PDT I think every village should spawn with a town hall and a mayor. The size of the town hall should be determined by the size of the village. The mayor villager should give you small quests to complete to help the villagers and when you complete them you get a reward from them. I just think that'd be cool. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
I know this is one of the frequently asked questions but why can't seasons be considered? Posted: 18 Aug 2019 05:54 AM PDT | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 02:52 PM PDT i think that the idea of endermen being able to take and place blocks is too underused. i think that you should be able to find distorted houses (blocks out of place, random tiles like sand where there would be wood, etc) in the wild. they could either look similar to the old villager houses, or could be completely different. if it's different, you should be able to find versions of the houses which aren't distorted in the end or something. oh and of course, a couple endermen should spawn inside. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 10:09 AM PDT Makes sense right? How does touching a cactus hurt you but punching one doesn't? Note that would only ONLY apply for a completely open hand. Holding any item/tool would negate the damage. Death message would be, "player hurt their hand on a cactus, berry bush, magma block, ETC" Punching a Wither Rose would also give 1 second of Wither. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Loyalty tridents should bring the items if they kill a mob Posted: 18 Aug 2019 07:54 AM PDT | |||||||||||||||||||||||||||||||||||||||||||||
Llamas Chase and Spit at Endermen Posted: 18 Aug 2019 09:04 AM PDT This would make llamas more useful to carry around and would honestly just be funny to see a llama chasing and spitting at an enderman. No more endermen griefing your home! The enderman wouldn't attack back and wouldn't teleport away because it would be too scared of the llamas to do so. It would also make sense since llama spit is water and endermen hate water. And if you don't want your pet llamas to run off after an enderman all you need to do is put them in a pen. Thoughts? [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 02:28 PM PDT Before you kill me for making the same suggestion a third time, I revamped the entire thing and simplified it. Hermits are a variant of the villager that live in isolated huts. These are 25 times as rare as villages and can spawn in the following biomes, although styles will vary:
Each hut has a 70% chance of generating with a mine, which can range from a few blocks long to reaching the lava level; this is aesthetic, however, so no ores will be excavated. Huts also have 70% chance of spawning with a farm and a 35% chance of having a basement, which is accessible via trapdoor. While the typical loot is nothing special, 8% of huts will generate with a secret chest hidden in the ceiling. While hermits are a type of villager, they have a model more akin to the player, with only an extruded nose to differentiate them.** They have a 16 slot inventory, which can be filled with any time, and the entire inventory is dropped upon death. In addition, hermits have the same armor and weapon spawning rates as zombies. During the day, a hermit will roam around outside of the house, occasionally tending to its crops. While they're usually neutral mobs, they have a 5% chance of being hostile and will use any available weapon to attack the player. If neutral, the player can attempt to trade with them, although they have only one trade per day, and they don't use emeralds. At night, hermits will retreat into their houses and go to sleep. While they can be infected by zombies and cured, pillagers don't target them. Hermits also use the same breeding mechanics as regular villagers.* World download for those interested Asterisks mark ideas I'm not sure of. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Placeable glowstone dust, similar to redstone Posted: 18 Aug 2019 12:49 AM PDT Like redstone, it can be placed on the ground and will make lines when placed adjacent to each other. It gives a light level of 11, making for a nice middle ground between torches and redstone torches. It's also useful for fantasy-style and magic lighting, as an alternative to full glowstone, or just use it as pee. Maybe walking through it gives Glowing for 1 second as well. Could be useful for some pvp concepts. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Passive mobs like cows, sheep, ect should sleep at night Posted: 18 Aug 2019 08:38 AM PDT | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 07:48 AM PDT The main idea of this post is that there would be various 'cave biomes', with different ore generation amounts, background stones, and unique features. Each cave biome would be underneath exactly one surface biome. Cave biome types are each tied to a surface biome type, and each cave biome has a 50% chance of being the type that is tied to the surface biome above. Badlands biomes will always have their current generation. Other than that, the cave biome generation is random. Cave biomes are listed below. (note that some biomes are grouped together into one biome class. For example, all mountain biomes are counted as one type here, as are all ocean biomes, all snow biomes, and so on.)
Biome name Tied to Background stone Ore amount Unique feature Standard caves Plains Current stone blend 16 none Titan's Caverns Mountains Granite 18 Ore Golems (see below) will spawn in block form Gravel Sea Desert Gravel 12 Normal stone-based ores will not spawn. Instead, gravel ores (see below) for gold, iron, and silver (see below) will. Salt Flats Ocean Current stone blend 14 Salt blocks (see below) in wide, flat layers Root caverns Forest Dirt, veins of stone, and Root Soil Blocks (see below) 16 Root Soil Blocks (see below) Buried Paradise Jungle Current stone blend surrounding large, flooded caverns with jungle trees 32 Many jungle animals, as well as unusually large variants of cows, massive horned sheep, and giant parrots, will spawn instead of hostile mobs at all light levels Permafrost Taiga Dirt, ice, and Packed Snow Blocks (see below) 14 Ores will spawn in ice rather than in stone Mushroom Root Caverns Mushroom biomes Dirt, veins of stone, and Root Soil Blocks (see below) of the Mycelium variant 16 Mycelium-variant Root Soil blocks, and mushrooms on every exposed surface An explanation about the new features listed above: Ore Golems are neutral golems spawned from ore. They will wander around, but will seek out and remain near clusters of their respective ore. They have different health and damage amounts depending on their ore type: 40 and 2 for coal, 60 and 4 for iron, 50 and 5 for lapis, 30 and 6 for redstone, 120 and 8 for diamond, and 80 and 9 for emerald. They will spawn as mobs, but also have a block form, where they are identical to the ore they are made of, other than the fact that they glow with a light level of 3. If they are mined in ore form, they will emerge in mob form, and will be hostile. They take double damage from pickaxe attacks. Gravel ores are, well, ores that spawn in gravel. Using commands, any item can by put into gravel ore, but in natural generation, only three variants will spawn: iron, gold, and silver. Mining the ore will give 3-5 nuggets of the respective metal. With the Fortune enchantment, this can make gravel ore more valuable than the normal stone ones. But what does Silver do? Silver can be used to make tools, weapons, and armor. These have the same stats as iron, but slightly lower durability. Silver weapons can be enchanted with both sharpness and smite, and silver armor has access to a new enchantment: spirit protection, which reduces damage from undead mobs. In addition, combining 4 silver nuggets with 5 redstone dust will make 6 Silvered Redstone Dust, which will carry a signal twice as far. Salt blocks can be crafted into 9 salt lumps and back, and a salt lump can be crafted from 9 Salt, or into 8 Salt. The salt is a powder, and can be used in three ways. It can be used in certain food crafting recipes, increasing the maximum stack size by 25%. It can be placed on the ground, and undead mobs, even airborne ones, will not cross it. It can also be thrown, giving the blindness effect for 5 seconds to whoever it hits. Root Soil Blocks are simply blocks of dirt packed with tree roots or mushroom root threads. They can be broken with an axe at high speeds. If broken by hand, nothing is dropped. If broken with an axe, 1 dirt block and 2-4 sticks are dropped, and if a shovel is used, the entire Root Soil Block will be dropped. Root Soil Blocks can turn nearby dirt blocks into Root Soil Blocks at a very slow rate, but only if a tree (for the normal variant) or giant mushroom (for the Mycelium variant) is within 15 blocks of the Root Soil block. Unusually Large Cows are 5 blocks long, 4 blocks tall, and 3 blocks wide. They have 28 health (14 hearts), and if attacked, they will strike once, dealing 3 damage. Massive Horned Sheep are the same size, with large horns the same color as the wool, and are rather aggressive. Anyone who hits one or runs within the line of sight of one will be charged down. The sheep has 30 health (15 hearts), and deals 6 damage (3 hearts) and large knockback when it charges. Giant parrots are 3 blocks tall, 2 blocks wide, have 22 health (11 hearts), deal 6 damage (3 hearts), and are hostile to normal-sized sheep, pigs, and cows. They will lift up those animals, drop them from a height, and collect and eat the meat items. Packed Snow blocks are denser blocks of snow, which can be used to build Snow Golems that do not melt, and drop themselves rather than snowballs when mined. The tool to mine them is both Shovel and Pickaxe. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 12:00 PM PDT It would be nice if you could run water underneath farmland in order to irrigate it without having to see the water. It would also maximize the amount of land available for crops. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
More Variety In Armor + New Ores Posted: 18 Aug 2019 09:09 AM PDT We have been stuck with the same 5 armor sets forever at this point, so I thought that it would be cool if we got some "elemental" types of armor.l, which would be made out of new ores. These kinds of armor wouldn't be enchant able but would have higher than normally available enchantments embedded in them. Ruby Armor- Fire and Lava will never damage you, as long as you are wearing the full set. Note: Since enchantments can already do this in vanilla, the enchantments would just make you take less damage instead of none on normal pieces of armor. Sapphire Armor- Infinite Water breathing, as long as you are wearing the full set. Sapphire Pickaxe- Same durability as diamond, cant mine obsidian, mines things faster when underwater. Opal Armor- Explosions no longer damage you and you don't take knockback from other players, explosions, entities, etc. Bark Armor- Animals are more naturally attracted to you if you are wearing a full set, however its extremely weak. Note: Obtain bark by shaving trees with an axe. Updated Chain Mail Armor- Same defense level as diamond now, but you walk 2.5% slower for every piece equipped. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 04:12 PM PDT Curtains would be a so called "vertical carpet". They would likely use a similar crafting recipe, except vertical, and would place on the sides of blocks or beneath blocks rather than on top. I think these could bridge the gap between structurally pleasing stone and wood and interior suited blocks like wool. Additionally, I'd move for them to be like torches where players can simply walk through them, which would make sense since brushing a curtain out of the way is less permanent than opening or closing a door. Lastly, I want to mention another reason where these could come in handy. Sails. Not as a sail block, but if builders could use curtains hanging from log blocks as a more realistic looking thin sailcloth, and perhaps carpet could be placed adjacent to it with some string management, we could get some really cool looking thin sails. That is all, thank you for reading. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
A way for villagers to protect themselves Posted: 18 Aug 2019 04:11 PM PDT I think villagers should have a way to protect themselves or at least help during a raid they don't have to add guards but something a bit better than just cowarding in a house. Maybe some villagers should have a have a chance to barricade the door by placing planks in front of the door. Maybe the preist should give you a small regeneration during a raid. maybe they after a raid is done villagers the blacksmiths should make another iron golem who knows maybe after 3 raids villagers will give the iron golems a small upgrade now that the pillagers are a threat sure example a sheild and a hammer for one of the hands that makes it do 5 more attack damage than a regular iron golem. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 08:45 AM PDT Even with 1.13, there are still a lot of blocks that have air bubbles when placed in water, and it makes it seem like the update isn't complete. I believe the following blocks should have a waterlogged state.
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Posted: 18 Aug 2019 01:00 PM PDT Even with concrete and concrete powder, there's still talk about wanting new stone variants. The three I'll be mentioning are from left to right: rhyolite, gabbro, and basalt. While rhyloite is found in the same places as granite, andesite, and diorite, gabbro and basalt are only found at the bottom of ocean ravines and in ocean biomes. To craft basalt, you'll need to use 2 lava buckets and two nether quartz. Afterwards, you can craft rhyolite by adding two nether quartz to two basalt blocks and craft gabbro by combining rhyolite and basalt. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 09:19 AM PDT | |||||||||||||||||||||||||||||||||||||||||||||
New OverWorld Boss: The Kingpest Posted: 18 Aug 2019 01:39 PM PDT My idea is to add a third and final overworld boss. The end seems like a place that was destroyed by the enderdragon. It is broken down to a very minimalistic structure and when you beat the game you get the "Free The End" Achievement, which suggests that the end is now free to explore, but it also seems to suggest that you are freeing the end from the enderdragons reign. Furthermore, the nether seems like a place that was destroyed by the Wither. All of it's pig-like residents have been transformed into zombies, possibly due to wither poisoning. Each of these dimensions has been destroyed by a boss, but why hasn't the overworld? After defeating the scourge of the end and the scourge of the nether, you should unlock a boss whose goal is to destroy the overworld. Personally I think this boss should be lightning themed. Lightning is the most terrifying and mysterious thing in the overwold. It turn pigs into zombie pigmen, villagers into witches, and creepers into charged creepers. Anything it touches instantly becomes more evil and monstrous. It is the perfect theme for an overworld boss. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||
Posted: 18 Aug 2019 03:03 PM PDT Yes why not? Corns would grow like bamboo and a berry bush together, if you get what I mean the corn plant would reach a maximum height and then up to 3 corns could be harvested, if the corns where eaten raw they would restore 1 hunger point, if roasted they'd restore 2.5 hunger points [link] [comments] |
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