Minecraft <NEW REWARDS SYSTEM!> |
- <NEW REWARDS SYSTEM!>
- Enchanted books on lecterns
- New Cave Variant: Wet Cave
- Colored Explosion Particle
- When a Drowned is out of the water for too long, they turn into a husk.
- the density of the water particles that fall from a block depends on the amount of water on it
- Right clicking with a carrot on a sheared Snow Golem should put the carrot in its head
- New Cave Variant: Mesa Cave
- Dog/Cat UI
- Jinxer - An Illager of Bad Luck
- Taiga Mobs
- Sheep shouldn't drop wool among death.
- Hoe as a Harvesting Tool
- Tree Roots (Leaves, but underground! A non-invasive suggestion)
- Conduits and beacons bless all friendly mobs
- glowing mushrooms
- Dyeable Diamond Armor
- Just let us make path out of dirt already
- Boomerangs
- Vexes should possess villagers, iron golems, and wandering traders instead of simply attacking them.
- You should be able to craft Coal and Charcoal into Black Dye
- Composter gives dirt
- Wolves jump around and bark whenever fireworks are set off nearby
- Cave dimension
- Tommyknockers - A New Overworld Mob to Threaten Cave & Mineshafts and to make Mining More Interesting
Posted: 08 Aug 2019 09:22 AM PDT The moderators here at r/minecraftsuggestions have been brainstorming ways to make the subreddit a better place, and this is the first step in many to do so! Introducing... drum roll please... A NEW REWARDS SYSTEM! As you read in the title... The rewards idea is simple but will most likely be expanded on in the future. Basically, if you are someone who: -Suggests unique features that also follow the rules of the subreddit -Comments on other posts with constructive criticism and friendliness -Gives newer users tips on how they can make the subreddit a better place -Have been on the subreddit long enough to learn the ropes and rules, so much so that you call out other posts for breaking the rules Then you will get a Special Suggester user flair, along with a message congratulating and informing you about your sparkly new user flair, as well as telling you if you were first, second, third, etc. to get the user flair (to hopefully spark some friendly and healthy competition)! If that doesn't sound like much, it isn't! As I said, this feature will probably be added upon over time! Thank you so much to u/TitaniumBrain for coming up with this wonderful idea! You're a great help! 👍 Good luck everyone! ;) [link] [comments] |
Posted: 08 Aug 2019 06:46 AM PDT If you put an enchanted book on a lectern it would display all the information about the enchants on the book. It would give exactly what it does and such. This would be more for players who are unfamiliar with enchants and look at the wiki constantly. This would make it easier to find out what an enchanted does and it relieves the annoyance of having to switch to the wiki constantly. [link] [comments] |
Posted: 07 Aug 2019 08:28 PM PDT This cave has been suggested by the community a lot, a sort of "underground oasis", you guys know what I mean. I thought I'd actually make this cave in a world. So this is a new cave I'm suggesting and spawns for it are as so.
The cave is basically an underwater cave with a huge pocket of air on top, so resembling a sort of "underground river" or "underground oasis". The water has a lot of Sea Pickles which makes the river look "glowing" as well as Seagrass. The land has lots of Vines, Brown Mushrooms and defective Sea Pickles. There are also chunks of Mossy Cobblestone. Don't worry, I've tested it, Drowned and other mobs do still spawn in the cave. If any of you would like, you can vote here for it to be added to a mod. This is a discord server for a new mod, just go to the #vote-for-ideas channel and hit the check box on my suggestion. [link] [comments] |
Posted: 08 Aug 2019 11:59 AM PDT When you use concrete powder instead of sand while crafting tnt, those tnt will have colored particles. [link] [comments] |
When a Drowned is out of the water for too long, they turn into a husk. Posted: 08 Aug 2019 06:13 AM PDT |
the density of the water particles that fall from a block depends on the amount of water on it Posted: 08 Aug 2019 08:52 AM PDT I think it would look pretty good that if you are in a cave and pass under a body of water, the particles are denser depending on the amount of water it contains. For example, if you pass under a small puddle, the particles would be like the current ones, but if you are literally crossing an ocean, jets and leaks begin to fall from the ceiling the particles would vary from 1 to 10 blocks of water, 1 being normal particles, and 10 large leaks This could have real utility, such as knowing if it's safe to dig straight up to escape from a cave,or only for aesthetic uses, such as setting for a mine or to simulate a shower in a house [link] [comments] |
Right clicking with a carrot on a sheared Snow Golem should put the carrot in its head Posted: 08 Aug 2019 02:48 PM PDT I believe it should only work for snow golems with no pumpkin on their head, as it wouldn't make much sense jamming a carrot in a pumpkin lol All feedback will be appreciated... [link] [comments] |
Posted: 08 Aug 2019 10:06 AM PDT Hello everyone! It's me, the guy who made the "Wet Cave" suggestion, and with the popularity that suggestion got, I thought I'd go ahead and make a another cave variant suggestion. This suggestion is the "Mesa Cave", which is a biome specific cave for, well, the Mesa Biome. The walls of the cave are lined with different levels and layers of Terracotta, similar to the surface canyons. The ground of the cave has a few Dead Bushes every here and there, and although not shown in my picture (which again I made in my world), I would also like if there was Terracotta Ores, standard vanilla ores which could spawn in Terracotta variants throughout the cave. [link] [comments] |
Posted: 08 Aug 2019 02:17 PM PDT As you see in the title I will talk about the pets' UI that should be introduced. It could look like the horse's one, but with a few changes: 1. Button for moving behavior (sit/follow/wander) 2. Button for aggression behavior (passive - flees from attackers/protective/aggressive Also pets would have their own inventory slot, the item in this slot would appear in their mouths just like in fox's. There would also be an amor slot for carpet (decorative shirts and stuff). [link] [comments] |
Jinxer - An Illager of Bad Luck Posted: 08 Aug 2019 12:35 PM PDT A jinxer, an illager idea, would work as a supportive mob towards illager affiliated mobs, such as ravagers and vexes. Similarly to evokers, they will spawn during the later waves of a raid, and will also flee if the target is too close. Unlike other illagers, jinxers can see though walls. With this advantage, it can use it's magic attack even if there is an obstruction. It can target up to 3 mobs at once. When attacking, it attempts to summon a purplish magic force under the target. After 1 second, the force will blast, causing 10 damage (5 hearts) regardless of difficulty and ignores armor, although enchantments can still reduce the damage. If the target is not on the ground, the attack will fail. It does not do any splash damage. They will also cast 2 minutes of Bad Luck on the target, which will be the only natural way to gain this effect. When helping vexes, it will cast a spell to all vexes within a 16x16x16 area centered, which adds 20 more LifeTicks to them, unless their LifeTicks is already above 20. Although vexes don't spawn naturally with more than 20 LifeTicks, it can surpass this if the vex has already been casted, 19 => 39. This cast can also release ravagers from their stun state. Although similar to the evoker because of magic, it would work entirely differently, and would be a "natural" source to gain Bad Luck. So, what do you think? [link] [comments] |
Posted: 08 Aug 2019 03:49 PM PDT Taiga's are among, if not the most impressive biomes in the game, yet they have relatively few mobs, with the only one being unique to it being (I think) foxes. I'll be starting with more realalustic suggedtions, then slowly go down into what is less likely to be in the game. A couple different mobs that I think could be added to this include... -Deer: while I was thinking a moose, that model might become to large, considering the size of real life moose, so I'm settling on deer instead. They could borrow elements from the horse model, and come in two variations, bucks, and does. They could drop venison, a new food item that when cooked, restores the same amount of hunger as cooked mutton. If you manage to blow up a buck with a charged creeper, it will drop a deer head, which could become a very nice looking decoration block. -Bears: since polar bears and pandas are both in the game, it shouldn't be to difficult to take the model, retexture it, and possibly make it a bit smaller then the snow taiga variant. It can simply drop salmon when killed, and will attack the player if hit. -Squrriels: Squierrls can be the first rodent type mob in the game, and has a size similar to that of silverfish and rabbits. They can run up and down trees in order to escape predators, and will also run from the player when they get close. I'm not quite sure what it could drop, so feel free to suggest something. -Otters: Otters could spawn in the rivers and lakes that generate in the biome. They both swim underwater and float on the surface, and when doing the latter, they lay on their backs, like real otters do. They can also use a feature similar to that of dolphins where the can play with blocks you throw in the water. Like the squirrel, I'm not to sure what these could drop. -Owls: Probably the least likely of all of these to be added into the game, the owl only flies around at night, and will sit in the trees throughout the day. It can hunt smaller mobs that it sees, such as squirrels and rabbits. Upon death, it will simply drop feathers. [link] [comments] |
Sheep shouldn't drop wool among death. Posted: 08 Aug 2019 11:40 AM PDT It is far too easy to find and slaughter three sheep and skip any night you encounter in Minecraft. When I first played this game as a kid back in alpha, much of the challenge came from surviving the night. You couldn't skip the night, because beds didn't exist. Beds are a welcome addition, but I think it's kind of overpowered to be able to do it so easily on the first night. By sleeping, you skip all monsters, and creepers and spiders aren't able to spawn to create a threat during the day. Making sheep only drop wool when sheared would make the bed more rewarding. It would being back some of the survival aspect for newer players, and make the game more challenging. It would also give a higher purpose for shears to exist. It might also be more realistic--people don't kill sheep for wool in real life. I know villages exist and have beds that the player should use, but there should also be a consequence for using those beds. Villagers shouldn't be complacent with a stranger wandering in and sleeping in their owned bed. [link] [comments] |
Posted: 08 Aug 2019 12:00 PM PDT Hoes have limited functionality, and part of this is the relatively simple farming system. Pickaxes break hard materials faster, axes break wood faster, so hoes should break crops faster. This would mean making crops actually have some time required to break them. Additionally, hoes could be used to more efficiently break blocks of wheat. These changes would incentivize the making of faster hoes out of diamonds, and it would tastefully complicate the farming system so as to make a more immersive system with a wider range of tools. --- Although these changes would also open the door for useful hoe enchantments, I won't discuss these here, as they are on the FPS list. [link] [comments] |
Tree Roots (Leaves, but underground! A non-invasive suggestion) Posted: 08 Aug 2019 10:00 AM PDT Tree roots have been a fairly controversial suggestion in the past. Most of the suggestions were basically some version of "logs underground" and indeed this is how many creative players create a root structure today. Mojang, however, has expressed concern with the mechanic of replacing dirt with logs, not only because it could be used to grief certain kinds of structures, but because you would be slowly depleting dirt in a structured tree farm. It would not be a lot of fun to have to mine out all the roots and replace the dirt in a well used tree farm, so this is not a viable mechanic. All the various workarounds had their own issues and inconsistencies (like "why would only world gen trees have tree roots?" as just one example). This suggestion circumvents all those "logs, but underground" issue, and does so by leveraging existing mechanics. I suggest a new root mechanic that mirrors the grass mechanic. A new "bundle of roots" block would grow from the bottom of a log block at the same moment a sapling grows into a tree. This bundle of roots would spread through the dirt similar to how grass grows, but in all three dimensions. In order for a dirt block to become a bundle of roots it would need to be connected to another root block, and through a chain of other root blocks to a log block (within X blocks, whatever is best for balance). This would mirror the mechanic used for leaves. And just like leaves roots that were detached from a log would decay back into regular old dirt blocks (though I imagine at a much slower rate). Root blocks, when harvested, would drop a dirt block and a stick (unless harvested with silk touch. Drop ratio for dirt is always 100%, but stick drop rate will need to be balanced. It could be 100%, or it could be much less). Root blocks that found themselves over an air block (such as a cave close to the surface) would generate a "root vine" that would grow down to the cave floor just like a regular vine. This will give surface caves a lot more character. So there you go, tree roots without destroying dirt blocks, or being a tool greifers can use to swiss-cheese a dirt based build. It leverages existing mechanics, so implementation should be easy, with lots of code copy/paste opportunities (or function references, for all you real coders out there). The only thing it really needs that does not already exist is a single new root block. [link] [comments] |
Conduits and beacons bless all friendly mobs Posted: 08 Aug 2019 06:26 AM PDT Conduits and beacons have area of effect abilities that enhance the player's experience, and there is no reason it should not also help mobs such as villagers and your pets! For obvious reasons they should not bless hostile mobs; furthermore, abilities such as improved mining speeds would not apply because they would be useless. Features like water breathing, speed, and other broad enchantments would apply to them. (idea is improved upon from an earlier post on the sub) [link] [comments] |
Posted: 08 Aug 2019 03:01 PM PDT pretty self explanatory by the title, these yellowish or orange mushrooms would spawn in he deeper levels in the worlds caves and also in dark oak forests. they would give off a small amount of light around the same amount as a redstone torch give or take, and in dark oak forests would have a large variant with blocks of the same lighting property. you could use these in mushroom stews to make a suspicious stew that would give the glowing effect of use them in potion brewing to create glowing potions with there splash and lingering counterparts. [link] [comments] |
Posted: 08 Aug 2019 02:50 PM PDT Once a server has reached its post-game era, all of its players are just in full sets of diamond armor (save for the odd elytra or turtle shell). Perhaps it would be useful if diamond armor could be dyed to apply a slight tint to the material, not too bright so players can recognize that the armor is made of diamond, but not too subtle as to defeat the purpose. Applying color to diamond armor would add a slight hue shift to the outside, using a similar system to leather armor. Players would then be able to easily distinguish themselves from others, and be able to have a unique color scheme if they so wished. [link] [comments] |
Just let us make path out of dirt already Posted: 08 Aug 2019 07:54 AM PDT i have having to wait for the dirt to turn into grass to make path, just let us make paths out of dirt [link] [comments] |
Posted: 08 Aug 2019 04:33 PM PDT Similar to a trident, if you put loyalty on a stick, it becomes a boomerang. Depending on which type of Loyalty you have (1-3) is how far it goes. You can also put knockback and fire aspect on it for extra boosts. Only deals 2 hearts regular, but fire aspect can help deal more damage [link] [comments] |
Vexes should possess villagers, iron golems, and wandering traders instead of simply attacking them. Posted: 08 Aug 2019 12:00 PM PDT Since vexes resemble ghosts and can phase through walls, it would make sense for them to be able to possess villagers and iron golems instead of attacking them. Once possessed, the villager/iron golem/wandering trader would turn hostile to the player, villagers, and golems, and will also be able to break down doors. The possessed villager/iron golem will be distinguishable from villagers and iron golems that are not possessed. It would likely resemble a vex attacking something, with its face turning pink with pink streaks running through its body, as well as eyes going white. Exorcisms can be done on the villagers or iron golems that are possessed. They can be done by the player using a book while splashing a bottle of water on the possessed villager/golem, or they can be exorcised by priests. However, it takes around 3-5 minutes (depending on difficulty) for the vex to come out, and during that time the possessed villager/iron golem will gain strength, speed, and regeneration as effects, as well as becoming hostile towards all mobs. Once that time is up, the vex will come out and take damage until it dies, the villager or golem is no longer hostile, and the player will gain an achievement (if the exorcism is done by a player). If the villager or golem is killed while possessed, however, the vex will simply reappear and look for another host. [link] [comments] |
You should be able to craft Coal and Charcoal into Black Dye Posted: 08 Aug 2019 03:39 PM PDT When you think of Coal and Charcoal, you think of two main things, those being the uses of it as a fuel and just how much it stains with soot. Coal and charcoal stain so much they were sometimes, you guessed it, used as dyes and to create markings. As such, it would make sense and add another way to get Black Dye in Minecraft if Coal and Charcoal, when placed in the crafting grid by themselves, created 1 Black Dye per 1 Coal/Charcoal. [link] [comments] |
Posted: 08 Aug 2019 11:53 AM PDT Currently, getting bone meal isnt that hard but 10 years that this block was in the game, dirt cannot be farmable. I think that every time that the composter fills up, it should have a 10% of giving dirt. [link] [comments] |
Wolves jump around and bark whenever fireworks are set off nearby Posted: 07 Aug 2019 05:06 PM PDT I think this suggestion makes sense because it happens in real life; plus, I think it would be really funny. It's quite simple, but I thought I would share. Feedback appreciated as always. [link] [comments] |
Posted: 08 Aug 2019 02:54 PM PDT In this cave dimension, there would be a lot more iron and diamonds, but with buffed versions of mobs to provide more of a challenge. This brand new challenging area would be accessed via a portal in the shape of a nether portal, but with ore blocks (blocks of iron, gold, coal, etc.) of the same type, and activated with a diamond. There would also be a new boss that would protect this area, and would try to kill you if you destroy enough ore. Killing this would give you a lot of xp and various ore blocks. It could be respawned by throwing a diamond block into a pool of water while you are in the cave dimension. If this got added, it would be an easier way to get ores for experienced players. [link] [comments] |
Posted: 08 Aug 2019 09:42 AM PDT What is a Tommyknocker: A Tommyknocker looks like a small elf-like creature that appear to be wearing traditional miner's clothes. According to American and European folklore and stories, are responsible for cave-ins in the mines and during cave exploration. One of there greatest characteristics is that before every cave-in, the miners/explorers would here a few knocking sounds in which is where they got their name from How would a Tommyknocker work in Minecraft:
[link] [comments] |
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