Minecraft Snowballs should deal 2 damage to Magma Cubes. |
- Snowballs should deal 2 damage to Magma Cubes.
- The Deep Sea
- Be able to open doors, by hooking them
- Water bubbles underneath a noteblocks sound block should increase/decrease the octave of sound created by the blocks under the noteblock
- Taking honey from a bee nest makes bees angry but taking it from a bee hive does not.
- Fixing the Endgame - Dyeable Purpur Blocks
- Heavy shields and heavy shield enchantments
- Insomnia Potion Effect
- Make Bells Like Note Blocks
- Totem of Undying changes
- Wither Effect Potion
- Bee Improvement - cross pollination
- Different bookshelves
- A dispenser should be able to plant crops
- Lighting Status Effect (Volt)
- New enchant
- When blaze are about to attack they should shiele themselves from snowballs but at cost of their attack
- Bedrock should have an off-hand
- Honey Pad: Using Honey to Heal And Stop Burning!
- The tool breaking sound NEEDS TO BE FIXED!
- Attempting to heal a non-villager zombie should result in zombie starting to burn
- Make finding precious ores less random and more strategic.
- S T O N K S
- new enchant:
Snowballs should deal 2 damage to Magma Cubes. Posted: 06 Sep 2019 06:39 AM PDT This just makes sense right? Magma Cubes are literally made of lava, why wouldn't they take damage from the cold like Blazes? EDIT: The damage would only apply when the Magma Cube is jumping. [link] [comments] |
Posted: 05 Sep 2019 09:34 PM PDT General Spawning and Unique Features: The Deep Sea would be accessed via a large trench in the ocean floor which will be at y-coords 40 and below. Down there, you drown quicker, but if you have the right gear such as a water breathing potion and a turtle shell, you should be fine. . Lifeforms: Down in the Deep Ocean floor there would be new types of fish, such as Oarfish (Passive), Hatchet Fish (Passive), and Anglerfish (Neutral). There could even be some Glowing Jellyfish (Neutral). Anglerfish could give you their lures, which you can use to make an improved fishing rod that catches Deep Sea Fish, and Jellyfish could drop their tentacles, which could possibly be used for a new potion which stuns enemies for a small bit. Deep Sea Fish could be slightly better food than normal fish like Salmon and Cod, mainly because they're a lot harder to obtain. . Materials: The Deep Sea not only has fish though. It also makes rare ores spawn more like diamond and gold, and has some new materials like Sulfur, which can be found from small vents on the Deep Sea Floor. The Vents shoot up Sulfur every 5 minutes or so, which you can catch in a bottle. (You can put the bottle of sulfur in the brewing ingredients area when making a new potion I'll later tell you about and it gives the bottle back.) Getting hit by the Sulfur it shoots up, however, will damage you as well as give you a new effect called "Irritation". It disables dashing and swimming for 1-10 seconds and will damage you for 1-2 hearts randomly after you get hit. Sulfur can be used to make Potions of Irritation as well as Sulfur Charges. Sulfur Charges are like fire charges, but instead of causing a fire, they cause lingering irritation for 3 seconds. They can be fired from dispensers. . TLDR: Deep Sea Trenches, Deep Sea Fishies, Stunning Potion, Sulfur, Sulfur Vents, and Irritation Potions Please say if you like the idea or not. I need help to make better ideas in the future. [link] [comments] |
Be able to open doors, by hooking them Posted: 06 Sep 2019 10:42 AM PDT Whe you are from a far distance, and hook the door, and then release it, the door should open. To close it, do the same on the opposite side. Just a neat little tweak, that might be somewhat useful [link] [comments] |
Posted: 06 Sep 2019 10:40 AM PDT Octaves are the same notes but higher/lower. So for example a G3 and G4. This hasn't to do anything with volumes. Who would do this by placing magma underneath the note block now I'm block to decrease its Octave and or increase it by using magma. To Change the pitch, you place low block underneath the sound you want to change pitch and one click increases other click decreases and repeats until you get the right level of pitch you want. [link] [comments] |
Taking honey from a bee nest makes bees angry but taking it from a bee hive does not. Posted: 06 Sep 2019 02:43 AM PDT The entire purpose of bee hives (apiaries) in real life is to get the honey while sparing the bees and keeping them calm. Why not replicate this in Minecraft? Edit: Changed nest to hive [link] [comments] |
Fixing the Endgame - Dyeable Purpur Blocks Posted: 06 Sep 2019 03:00 PM PDT tl;dr at the end. One of the biggest things that has always frustrated me about Minecraft is the "endgame" of it. The end of the game is, well, in the End. You defeat the ender-dragon, get a ton of experience, and then get access to the best building blocks in the game about building!- I'm joking. You get access to some of the most underused blocks in the entire game. Mind you, I've seen a handful of builds that make good use of purpur! I've seen some that make good use of endstone, and endstone brick, but like... they're almost always end themed builds. The blocks aren't versatile at all, despite being one of the still-few blocks that have slabs & stairs. The core function of an "endgame" in any experience should be a reward that plays into the core gameplay of the experience; for Mario, centered around platforming, you usually get secret worlds. For RPGs, you might get access to a secret final boss. For story-driven games, you might get a secret final cutscene. For minecraft, you get... transportation & storage, and blocks that are widely disliked. The elytra is a really good item, and its really fun, but it doesn't play at all into the theme of artistic expression through the building mechanics. Shulker boxes arguably do this, but only through ease-of-access for materials, which is a solution to a problem the game imposes on you, rather than an intrinsically interesting reward. These rewards don't intrinsically add anything to the game, they just remove a degree of tedium. However, shulker boxes are dyeable... Leading me to my main point: we still don't have the full 16-colour spectrum in the game for any variation of slabs and stairs, and there's more or less no clean answer to what should be given these, for most inspections of the question of which should. However, with purpur blocks, their name is literally based on the fact that they're coloured blocks, so why not expand on that some? If we had dye-able purpur blocks, we'd effectively have an inherent reason to go to the end, rather than a necessitated one; the level of complexity our builds could achieve would be intrinsically heightened through the end-game, rather than the end-game just feeling like a means to an end. tl;dr: as it stands, it doesn't really feel like minecraft has any Reason for having an "end" to it, but adding something to actually revolutionize the way the core gameplay of building via the inclusion of dyed purpur blocks with slabs & stairs would give an actual exciting reason to go to the end rather than just something to make things less tedious. [link] [comments] |
Heavy shields and heavy shield enchantments Posted: 06 Sep 2019 08:58 AM PDT The normal shields are crafted with wood with an iron outline, this would lead me to believe it probably would probably be somewhat weak, as swords, axes, and arrows can split wood at times. There should be a "heavy shield" which is pretty self explanatory. The crafting recipe should be 3 iron ingots from top to bottom on the left and right sides, a wooden plank on the bottom middle, a block of iron in the middle center, and a leather on top. (Total iron cost is 15 ingots) A heavy shield takes less damage from blocking, but when equipped it is ALWAYS blocking, so it's what could be considered a passive effect, though it doesn't make you crouching speed while in use. However, you can't run with one and hunger depletes a bit faster. Being made mostly of iron, it would be much more durable as well. The two enchantments to go along with the heavy shield are: Repelling (can be level 1, 2, or 3): When an arrow hits the shield, it bounces back faster than normal, increasing "bounce" range and damage received if the attacker is hit with their own arrow. Each level increases the speed it is sent back. It can only be found as loot in a chest or fishing if you're really lucky. Barrier (can be level 1, 2, or 3): Reflect potions thrown at you (level 1) and reflect fire charges and ghast fireballs (accelerated speed at which it travels back too) (level 2) and take no damage when hit with a guardian or elder guardian beam, though it is NOT sent back at them (level 3). It should go without saying, but each level adds effects, not replaces. These enchantments can only be found as loot in a chest or in fishing, but they're even more rare than frost walker 2. I was considering that the ingots in the recipe should all be iron blocks, but I think that's probably too expensive. Anyway, what are your thoughts on this? [link] [comments] |
Posted: 06 Sep 2019 05:19 AM PDT I think this could be something a mob could give you or even a potion but put simply, you cannot sleep under this effect. My idea was some really rare mob hitting you and giving it to you. WIP idea I suppose [link] [comments] |
Posted: 06 Sep 2019 11:07 AM PDT Right click to adjust the note/pitch, left click to play, triggered by redstone input; providing the opportunity for elaborate, redstone powered cathedral bell towers with distinct melodies at the pull of a lever. [link] [comments] |
Posted: 06 Sep 2019 05:02 PM PDT In Java edition currently, if you fall into lava and have a totem on you, it is next to useless as you'll just keep burning up. I think that it should be changed to be more like Bedrock Edition and give you Fire Resistance as well. [link] [comments] |
Posted: 06 Sep 2019 09:57 AM PDT How to brew it: wither rose on top. water bottle at the bottom. [link] [comments] |
Bee Improvement - cross pollination Posted: 06 Sep 2019 10:11 AM PDT I love the flora & fauna in Minecraft and would love more of it. Here's a suggestion that fits right in with the new bees: Bees working in a flower field causes cross pollination. This causes new types of flowers to spawn on grass blocks on a rare occasion. These new flowers cannot be acquired by other means. These flowers have unique Suspicious stew qualities. BONUS: The flowers are available in many (thousands of) variants using the same variance system as with the tropical fish. [link] [comments] |
Posted: 06 Sep 2019 03:55 PM PDT So someone else has probably said something about this at some point and if it has been said that they plan to do this or won't do this forgive me cause I'm not aware anyway my idea is just for bookshelves to not just be oak(it comes out as oak no matter what wood type you use) make it so there are variants for the other wood types [link] [comments] |
A dispenser should be able to plant crops Posted: 06 Sep 2019 12:04 PM PDT So dispensers can do pretty much everything now. Almost anything that has a use, can be used by a dispenser. It can even place shulker boxes! I think dispensers should be able to plant crops as long as they are placed adjacent to a farmland. Also, they should be able to place cocoa beans when placed adjacent to a jungle tree. [link] [comments] |
Posted: 06 Sep 2019 12:09 PM PDT When you are struck by lighting and survive, you get a temporary effect called "Volt" that gives you speed, strength, and haste. Gold weapons will do extra damage because they are conductive. If you enter water while having the Volt effect, you will take damage. I think since it is very rare to get hit by lightning, Volt would not be that overpowered. Not sure how long it would last, what do you guys think? [link] [comments] |
Posted: 06 Sep 2019 12:16 PM PDT Basically when you mine or kill mobs the drops go straight to player, but maybe make it so it consumes exp and you can activate and deactivate it witsh right click. So it isn't too OP [link] [comments] |
Posted: 06 Sep 2019 10:22 AM PDT Basically when blaze are about to launch their fireballs they are like "on fire" right? If we hit them with snowballs i think they shouldn't take damage, but their attack would be cancelled and a "fire estinguish" sound would play. [link] [comments] |
Bedrock should have an off-hand Posted: 06 Sep 2019 02:57 PM PDT In bedrock edition you can only have a shield and fireworks in your off hand...but the fireworks don't work. In bedrock edition you should be able to put anything in your off hand just to make it easier. [link] [comments] |
Honey Pad: Using Honey to Heal And Stop Burning! Posted: 06 Sep 2019 03:10 AM PDT
[link] [comments] |
The tool breaking sound NEEDS TO BE FIXED! Posted: 06 Sep 2019 06:24 AM PDT As you all know, the tool breaking sound is horrible. Just peacefully mining and all of a sudden CRACKKK Your pickaxe disappears and makes a terrifyingly loud metallic clang. This needs to be fixed and not scare me.
*The sound volume should be lowered *Wooden tools should use a wood snapping sound *Stone tools should use a crumbling sound *Iron and gold use the same old sound just less loud *Diamond uses a shattering sound opinions in the comments [link] [comments] |
Attempting to heal a non-villager zombie should result in zombie starting to burn Posted: 06 Sep 2019 04:59 PM PDT You just had showered a generic, non-villager zombie with a splash potion of weakness, and then force-fed to it enchanted golden apple...and then zombie started to burn as if it was exposed to sunlight, the very next moment after that. This would look really omnious, would add a nice touch to atmospere and would spark many interesting speculation about zombie's nature and their in-universe origin. [link] [comments] |
Make finding precious ores less random and more strategic. Posted: 05 Sep 2019 09:17 PM PDT As it stands, if you want to find diamonds, or even gold or emeralds by mining, strip mining long grids of tunnels at the appropriate y level is your best bet. I know that there have been many mining/cave update suggestions here and it is one of the largest requests, so I did my best to allow my suggestion to work together with other people's ideas. The existing "filler" blocks, like stone, andesite, granite, diorite, gravel, etc would spawn more or less based on oars in that vacinity. For example, say diorite now indicates gold, so if you began finding large diorite deposites underground, you could figure out that they are in a rough circle around a gold vein. This is just an example, it could be a different block and have a slightly different meaning. Different blocks could also indicate different likelyhoods if they added more filler blocks that have been requested (limestone, marble, etc). This way, if you found diorite you would know that there is a good chance of gold, but if you then found sulfur, for example, you would be sure that you were on the right track. I would also prepose that some block could be chosen as an indicator of lack of oars in that area. For example, if you found lots of granite in an area you would know to turn around because no precious ores are in a wide radius. Please change the randomness and monotony of mining for diamonds! [link] [comments] |
Posted: 06 Sep 2019 04:13 PM PDT Trade wheat that you found at a village to a villager in the same village. The name of the advancement will of course be 'STONKS' or a more realistic name 'little did you know' [link] [comments] |
Posted: 06 Sep 2019 03:41 PM PDT I checked the fps list and I didn't see this but I may be wrong but here's a dumb idea: An enchantment that does the opposite of knockback. (it would drag entities towards you). But you manually have to do the action each time the recharge is full. Also, items with this enchant do not deal any knockback. This is only found in books in dungeons (not tradeable). The enchantment could work on any tool. However, the effectiveness of the attack would be different for each weapon. Examples: if the enchantment is placed on a trident, the loyalty enchantment would be less effective (the trident has the added weight of a mob to pull towards the player so it's slower). This downside would be less visible in water, which is an environment made purposefully for the trident. If it's placed on an axe or a pickaxe, your suck range is less distant but the entity is pulled much closer to you. hoes would have higher range and succ speed but they allready have low damage and no purpose so I don't know what downside to add. bows/crossbows would probably be too OP with this so I'm not sure but feel free to give any ideas. I'm not sure this entire concept would be effective against hostile close ranged mobs like zombies and pigmen. However, in pvp and killing neutral mobs/ranged mobs, it would be very useful. (basically, you would have a side weapon made purposefully to reel your target in. As soon as they are close enough, you can kill them more easily. [link] [comments] |
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