Minecraft Iron Golems should be immune to Poison, Fire, Cacti, and Sweet Berry Bushes. |
- Iron Golems should be immune to Poison, Fire, Cacti, and Sweet Berry Bushes.
- Pillagers inhabit villages if a raid is failed.
- Randomized color saturation patterns for most common natural blocks
- SOME baby villagers are scared of Bees
- Wolfs/dogs grab bones on the ground similar to foxes grabbing berries.
- Player should be able to take poppy flowers from iron goloms when they offer.
- Rusty Iron Golem
- Using 'Pick block' after a tool breaks should grab another one of those tools from the inventory.
- Dogs should be able to sniff for fossils in the desert
- Patrol Leaders should have a chance to drop Outpost Locator Maps.
- Butterflies
- If wild cats in a village see you with a tamed cat, then they are less likely to run away from you.
- Tamable Ocelots
- New changes and AI when playing on the Hard difficulty!
- /locate stronghold
- Blindness should blur players vision
- You should be able to place symbols and draw lines on maps with the Cartography Table
- Cat Villages & Dog Villages
- Fungal Iron Golems
- New Advancement: "Insomniac"
- Fishing with bait
- Confine Golems to an area
- Squids Should drop Food
Iron Golems should be immune to Poison, Fire, Cacti, and Sweet Berry Bushes. Posted: 03 Sep 2019 06:04 AM PDT None of these things would realistically hurt a HUGE AUTOMATON MADE OF SOLID IRON! Poison only affects organic life, normal fire isn't hot enough to melt iron, and cacti/sweet berry bushes wouldn't even scratch something made of metal. [link] [comments] |
Pillagers inhabit villages if a raid is failed. Posted: 02 Sep 2019 05:20 PM PDT If you fail a raid now in survival it's really not that big of a deal all you have to do is find more villagers. But perhaps if a raid was failed then next time you go there pillager banners will be all over the houses and pillagers will live just as the villagers did. Similar to an outpost but you can take the village back by killing the pillagers and or breaking the banners. This would add a downfall to losing a raid and a challenge to start up a village again. [link] [comments] |
Randomized color saturation patterns for most common natural blocks Posted: 03 Sep 2019 06:03 AM PDT Hey, I came up with an idea how to make Minecraft more visually appealing. This is somewhat partially featured - foliage and grass slightly change their hue depending of the biome but let's push this concept slightly further. I thought that each individual block of the most common naturally occuring ones (grass, leaves, ice, netherrack, vines etc) could have slightly different color saturation than its neighbours (using colormap system that's already implemented in the Java edition - not sure about other ones). This way the game would look more interesting to the eye and the giant, empty spaces might look slightly less empty (I'm looking at you, superflat worlds). Here's visualization of my idea (top-down view). Note that the color blending doesn't have to look exactly like on my picture and might be much more visually appealing if someone competent implemented it :) EDIT: Typos [link] [comments] |
SOME baby villagers are scared of Bees Posted: 02 Sep 2019 10:13 PM PDT The title says everything, since the new update is adding bees, SOME baby villagers could run away when a bee approaches and other baby villagers will be more confident and approach the bee. [link] [comments] |
Wolfs/dogs grab bones on the ground similar to foxes grabbing berries. Posted: 03 Sep 2019 11:03 AM PDT Dogs/wolves could grab bones from the ground similar to foxes grabbing berries. If it is tamed, you can take the bone away by doing shift+right click. [link] [comments] |
Player should be able to take poppy flowers from iron goloms when they offer. Posted: 03 Sep 2019 09:00 AM PDT I had an iron golom offer me a flower the other day and was very disappointed I couldn't take it. It would be nice if it were conditional to it being offered to the player so you can't just run up to a villager being offered a flower and steal it. [link] [comments] |
Posted: 03 Sep 2019 10:04 AM PDT Iron golem would seek for cover when it's raining bcs when he gets too long on rain he would get effect Rusting. This effect lasts 3 minutes. It can be vanished by right-clicking on rusting golem with sponge. If not the Iron golem will transform into Rusty Iron Golem. This golem half attack and health of Iron golem. Tell me your opinion [link] [comments] |
Using 'Pick block' after a tool breaks should grab another one of those tools from the inventory. Posted: 03 Sep 2019 03:50 PM PDT For 2-3 seconds after a tool, such as an iron pick, breaks using pick block grabs the first tool that is the exact same. "Exact same" means same enchantments as well. [link] [comments] |
Dogs should be able to sniff for fossils in the desert Posted: 03 Sep 2019 06:18 AM PDT We have fossils in minecraft now, we can find them under the ground in desert, my idea is to give our dogs the ability to find bones with their incredible smell, for exemple imagine you going in a desert to search for fossils, at some point our dog will smell some bones and he will wait for us to dig, if we go away or we are attacked by something the dog will go back to us as always, but if we dig, the dog will start to get excited to the point where he himself will start to dig deep into the sand, even if ofc he can't dig through stone, this digging mechanic might even be used in other situations like for exemple when we soffocate becouse of sand or gravel, it might seem a bit dumb but I think it would be noice. another way you might add it is limiting it to just when you go in caves, and then adding the digging ability as his own thing. [link] [comments] |
Patrol Leaders should have a chance to drop Outpost Locator Maps. Posted: 03 Sep 2019 07:01 AM PDT Simple enough, Patrol Leaders should have a small chance (Probably 5%) chance to drop Locator Maps for Illager Outposts. I think this should be added as an easier way to find them. As for why, some players carry maps of their general location from home. Why shouldn't Illagers be different? [link] [comments] |
Posted: 03 Sep 2019 12:07 PM PDT Butterflies would be really nice to have in the game and would go well in the update with bees. They don't even have to do anything really. They can be like bat's and just be around for ambience. Would add more colour to certain biomes. However, if they needed a function, they could also be pollinators. Maybe they can have migration patterns, where if you follow them, they lead you to different biomes. On a less serious note, make them bigger than parrots, just like the bees. Heck, make them bigger than phantoms because why not? Giant bugs seem to be real popular right now. [link] [comments] |
If wild cats in a village see you with a tamed cat, then they are less likely to run away from you. Posted: 03 Sep 2019 10:57 AM PDT It's pretty much like the cats going "Hey, look! That human is taking good care of that cat so maybe he/she isn't trying to kill me..." The more tamed cats you have following you, the less likely they are to run away. [link] [comments] |
Posted: 03 Sep 2019 03:38 PM PDT After the 1.14 update Ocelots became useless. It would be cool if they could still be tamable without changing their texture. Creating a unique cat variant only obtainable in jungles. [link] [comments] |
New changes and AI when playing on the Hard difficulty! Posted: 03 Sep 2019 08:01 AM PDT So playing on Hard difficulty is very "hard", but it's still just the same old Minecraft. What I wanna do in mention some changes to make the Hard difficulty more fun and challenging. The only thing it should do good is that mobs drop 1.2x more experience. Without further ado, let's go! Mobs can jump: MostMobs can jump over 1 and 2 block wide gaps, this can prove especially bad when you're trying to flee from a bunch of monsters. Critters are smarter: Critters and animals start to flee in packs when one of them is attacked and/or killed. They only stop fleeing once they're 15 - 30 blocks away from you. Berry bushes slow as well as damage: Berry bushes not only cause damage, but will also slow down the player similar to spider webs, but would slow as bad as webs. Endermen buffed: The Enderman Mob will take less damage in water and lava, and teleports more often when attacking. Endermen can now also carry these types of blocks (Cobblestone, Stone, Ores, Sandstone, and Metal Blocks like Iron and Diamond blocks). Evokers attack faster: Evokers take half the charge time needed to use their fang attacks. Armor Mobs appear more: Monsters wearing armor are more likely to appear, and also more likely to wield tools. Enchantments are 1.4x more expensive: It is as it says. Enchanting is slightly more expensive and requires a bit more experience points. Conclusion: I hope you enjoyed this, it was a bit fun to think of this, and I hope this was fun to read. [link] [comments] |
Posted: 03 Sep 2019 03:30 PM PDT For me it takes a lot of time to locate a strongholds portal room so i think it would be better if it showed you the coordinates for the portal room [link] [comments] |
Blindness should blur players vision Posted: 03 Sep 2019 03:25 PM PDT It's quite simple. The Blindness status effect shouldn't darken the players vision but should blur it. The intensity of the blur is determined by the level of blindness. Maybe blind patches in vision would work too? Dunno, discuss in the comments [link] [comments] |
You should be able to place symbols and draw lines on maps with the Cartography Table Posted: 03 Sep 2019 02:51 PM PDT Being able to use banners to put text on maps is great, but what if you could put a variety of symbols—including a red "X marks the spot" like on treasure maps, village houses, creeper/skeleton/zombie faces, Nether portals—on the map using the cartography table? I think it'd be great for mapping out areas and would make cartography tables a lot more special. EDIT: Here is a similar suggestion on the feedback site if you want to vote for it: https://feedback.minecraft.net/hc/en-us/community/posts/360011501291-Add-Ability-to-Place-X-s-and-other-Marks-on-Maps-by-Right-Clicking-Chests-Patterned-Banners-edited- [link] [comments] |
Posted: 03 Sep 2019 02:41 PM PDT People are requesting dogs with variants like cats, so I had this idea that I think could elegantly implement it. Unlike ocelots, wolves will still be tamable. They'd be bigger & stronger than dogs, but harder to tame and now exclusive to colder biomes. [link] [comments] |
Posted: 03 Sep 2019 12:45 PM PDT This is a technical two parter. Zombie VillagesA zombie village defines any village that has only undead. They really don't contrast that much from normal villages and don't give off malicious feeling, so I think they should: 1) Be covered in vines, broken down a little, or show signs of wear. 2) Have a perimeter of some kind. It would take away the effect if they could leave. 3) Be defined as a structure so we can use /locate. 4) Dim torches (or create a new torch type) so zombies will still be able to spawn. Fungal Iron GolemsIn naturally spawned Zombie Villages, Fungal Iron Golems will spawn. These are visibly overgrown in Vines and parasitic with bright green eyes. These will always attempt to attack the player. Upon death, these drop any organic plant matter. These golems share stats with an Iron Golem, but have 75 HP, and inflict 2s of nausea on hit. How to SpawnIf you attempt to leave an iron golem alone for 4+ seasons, it will visibly grow more vines. If it reaches the third stage, the golem converts into a Fungal Iron Golem. You can prevent this by using shears. You can turn a Fungal Iron Golem into a Regular Iron golem by giving them a wither rose. The animation will be the green turning black and dying. [link] [comments] |
Posted: 03 Sep 2019 01:55 PM PDT You can obtain this advancement by not sleeping for 20 Minecraft days in a row. [link] [comments] |
Posted: 03 Sep 2019 01:30 PM PDT A simple change that could be so deep. When fishing whatever you are holding in your left hand is bait. For every bait there would be X% chance that it gets used, using up the item and rolling on a sperate table for your loot. This would add a whole dimension to fishing that doesn't exist. This would come with new fish, and a few extra things to spice it up (sometimes you could fish an actual mob out, or a barrel and such). I just wanted to propose this small bit of a potential fishing update. [link] [comments] |
Posted: 03 Sep 2019 08:44 AM PDT Currently iron golems can wander away from your villages, subsequently despawning or getting lost. Golems should stay within a certain distance of a village bell or the village bed so this can't happen. [link] [comments] |
Posted: 03 Sep 2019 12:08 PM PDT Squids should drop meat when you kill it, this would give players who need food can kill squids for extra meat and food and it would fill 3 hunger [link] [comments] |
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