Minecraft When a campfire does not have a block directly below it, the coal isn’t there. |
- When a campfire does not have a block directly below it, the coal isn’t there.
- Regardless of the biome, please consider investment in Discovery Mechanics
- Let us collect Chorus Plant stems with Silk Touch.
- Better insomnia.
- New idea for maps!
- Vultures can indicate a nearby zombie or skeleton is holding valuable loot
- If you have spare enchanted items, you can sell them to wandering traders
- Food source for caves
- Chicken nuggets
- Bees should be reworked to more closely resemble real bees
- A few Snow Golem buffs
- Pillager mines
When a campfire does not have a block directly below it, the coal isn’t there. Posted: 27 Sep 2019 06:43 AM PDT There's a little bit of charcoal in the middle of campfires. I keep seeing people use them for bridges and rafts, which looks very rusting and nice, but there's still coal just floating there and it's kind of annoying. Why not make it so the charcoal only appears when the campfire in on the ground, if it's over water of over air the coal disappears. [link] [comments] |
Regardless of the biome, please consider investment in Discovery Mechanics Posted: 27 Sep 2019 01:36 PM PDT Regardless of the biome that folks vote for, I believe the investment needs to be less in terrain/mob development, and more in discovery mechanics. Sure, you can make a biome prettier and more diverse, but if there is no increased interest in the biome over time, the value of the investment will decrease. Therefore, I highly encourage folks to push for discovery mechanics in any biome that they promote. For example:
These are just a few ideas off the top of my head. The primary point is that Aquatic, and V&P updates were so well received because they introduced significant opportunities for discovery. In the water, I can find pretty fish and coral, a shipwreck with a chest, a ruin, multiple ruins, chests leading to treasure maps, leading to treasure. It made the water a trove of valuable stuff, rather than just a place to swim. V&P made villages even more valuable, gives reason to trade and modify trades/careers, adds a new potential structure with treasure (pillager tower), and treasure, and the ability to trigger a raid with dropped treasure. Minecraft fans love the game, and the look and feel of the world is obviously important. I just wanted to highlight the area that DRIVES fans to keep playing, and keep creating new worlds, and starting all over again after having a "finished" world. It's that feeling of adventure and discovery that makes a particular area/world/biome special. I love finding a ravine. I love finding a mine. And yet I took a picture of a stupid underground skeleton structure because I discovered it. I have more bone blocks than I know what to do with...but I found myself taking a screenshot of a cool fossil structure. Make the biomes cool, pretty, and functional...but the more you add to adventure and discovery in that particular biome...the more you give your fans a reason to get excited to explore that biome, the greater the inherent value of the introduced change. [link] [comments] |
Let us collect Chorus Plant stems with Silk Touch. Posted: 27 Sep 2019 07:49 AM PDT Title. Would be good for consistency and decoration/building. [link] [comments] |
Posted: 27 Sep 2019 07:00 AM PDT Insomnia should be a debuff. Like one that shows up as an icon, not one like saturations. Another post, not mine, suggested auditor hallucinations were the player hears random sounds when tired. Everybody suggests that phantoms should not be visible to players not experiencing insomnia, I agree with that. Insomnia also causes slowness and mining fatigue. [link] [comments] |
Posted: 27 Sep 2019 12:25 PM PDT If you where to put a map on the ground on an item frame, it should make a 3D model type thing... I don't really know, if you have anymore ideas to expand upon this, please comment! [link] [comments] |
Vultures can indicate a nearby zombie or skeleton is holding valuable loot Posted: 27 Sep 2019 01:29 PM PDT This was an idea I had that I think would be a missed opportunity for the mob if it wasn't added. To make sure they aren't completely useless or anything, an idea I had is that circling vultures can at times indicate an undead mob holding valuable loot. I had a little numbering system in mind, the more vultures, the better loot the zombie or skeleton has on it. Here's how it works: 1-2 vultures circling: weak loot, usually this would indicate the mob is wearing something like a leather cap or gold helmet, and/or may be holding a weak tool or weapon like a stone pickaxe or wood sword. 3-4 vultures circling: ok loot. Half a set of leather, gold or chainmail (rare) armor, and/or holding a relatively good item, like a very damaged iron pick, or half broken stone sword. 5-7 vultures circling: good loot. May be wearing something like half a set of iron, full set of gold or leather armor. Weapons, armor and/or tools may be enchanted. 8-10 vultures circling: very good loot. This is very rare. Perhaps wearing a full suit of sturdy iron armor, or may have sturdy diamond and iron tools and weapons. Everything has a high chance of being enchanted. To sum it up: more vultures = better loot. This little thing imo is interesting because the vulture is to be attracted to valuable loot and necessities. And it would actually give vultures a relatively good use. As to if the circling vultures are flocking from far away to get to them or if they just naturally generate is beyond me, but my main focus here is to give a little idea on how to give the vulture some use. [link] [comments] |
If you have spare enchanted items, you can sell them to wandering traders Posted: 27 Sep 2019 03:36 PM PDT This trade could replace the completely useless "fish in the bucket - 5 emeralds". Instead of fish bucket, Wandering Trader's penultimate trade would look like, for example, "5 emeralds - enchanted iron shovel". You would be able to sell enchanted iron shovel if you have it (no matter what enchantment is on it, matters only the fact that it is enchanted) to the trader and get emeralds. Item which trader would willing to buy, would be chosen randomly, but it would always be iron/golden weapon/tool/armor. [link] [comments] |
Posted: 27 Sep 2019 02:34 PM PDT I thinks that if there were foods you could find underground Minecraft would be much better. Bats could drop meat, there could be mushroom patches, and maybe fish in underground ponds. These would also add more atmosphere to the caves. [link] [comments] |
Posted: 27 Sep 2019 01:02 PM PDT I know that you might have seen a few cursed images based on this, but hear me out it sounds pretty good once you start to think about it. recipe- chicken in crafting grid gives you 9 nuggets. only stackable up to 16 can be eaten to restore half a shank. similar to dried kelp, but its eaten instantly. (maybe a cooldown like the combat one?) However since chicken gives you 8 shanks, and since chicken nuggets give you 9 shanks in total, and since you can eat it instantly. There is a 20% chance that the nugget will not restore a shank, otherwise that would be too overpowered. Personally, I think it would make a great addition to the game. Let me know down in the comments if you have any ideas/changes I should make to it. [link] [comments] |
Bees should be reworked to more closely resemble real bees Posted: 27 Sep 2019 07:13 AM PDT Seeing how the social structure and life cycle of bees is so unique compared to other animals, it doesn't feel right to have Minecraft bees be bred like all other animals. With these changes, Minecraft bees will have a more realistic life cycle and serve more use to the player. When a bee nest is first discovered, it will contain one queen bee and two worker bees. Queen bees will be size of adult bees now, have twice the hit points of current bees, and will not die after stinging. However, queen bees will only come out of the nest for 2 reasons: to fight other queen bees and to fight those who disturb their nest. Worker bees will be the size of baby bees now, have the same number of hit points, and cannot breed. Found in plains, sunflower plains, and flower forests, a new flower can be found: the bee orchid. They resemble real life bee orchids and can be crafted into purple dye. More importantly, when a bee brings pollen back to the nest, instead of making honey, it'll make royal jelly. Bee nests and hives will now have a menu that can be accessed by right clicking it. However, if there is no campfire under the hive, the bees will come out and sting you. The menu will show ten hexagonal slots showing occupants of the hive and two meters showing honey and royal jelly amounts. The honey and royal jelly can either be put into a bottle to use as food, with a few honey combs as well, or fed to the bees for various effects. If honey is fed to a worker, it will fully heal the bee. If royal jelly is fed to the bee, it will become a queen bee. However, if two or more queens are in the same hive, they'll come out and fight each other to the death, with the winning queen returning to the hive. If honey is fed to a queen bee, it will appear to a more swollen abdomen. After 5 minutes, it will lay an egg. If there is an empty slot in the hive, the egg will fill the empty slot. If the hive has no empty slots, the egg will be dropped out of the hive, which you can then place into another hive. Once the egg is placed, after 5 minutes, the egg will hatch into a larva. After 5 more minutes, the larva will become pupa. Finally, after 5 more minutes, the pups will mature into an adult worker bee. Lastly, if royal jelly is fed to a queen bee, it will restore all of its health. [link] [comments] |
Posted: 26 Sep 2019 06:57 PM PDT TL;DR Snow golems are pretty useless, so they should get a bunch of small buffs that make them more useful. Snow golems are not that useful right now. They can provide infinite snow, attract mobs, and maybe even annoy blazes, but other than that they don't do much. They need at least a few buffs to make them slightly more useful. One common argument against buffing snow golems is that they generate infinite snow. Though this may seem useful at first, equivalents snowballs and snow blocks can be infinitely generated in other ways. Eggs are just as good as snowballs, and you don't sacrifice durability from your shovel to get them. There are also plenty of ways to generate blocks (cobblestone generators, sheep, trees) other than snow. This means that snow golems need at least a small buff to be useful. However, I don't think these buffs should include things like giving them 50 health, or letting their snowballs do damage. These are some of the features that are special about our snowy friends, and things that can be worked around instead of directly changed. So without further ado, here are some of the buffs I'd like to see with for snow golems. Health
Snowballs
Potions
That's it. At first, this long list of buffs seems to make snow golems OP, given how cheap they are to make. However, they will still be that one mob with 2 hearts. They will still need protection from even the slightest bit of rain. They will still die from even one arrow they failed to deflect. But with all of these new uses, people will have many more reasons to build them. Thanks for reading! EDIT: Strength potion's extra knock back doesn't affect projectiles (u/AneurysmicKidney) [link] [comments] |
Posted: 26 Sep 2019 07:42 PM PDT Pillager mines would be structures with above ground coal or iron ores stacked in triangle formations. These would spawn in extreme hills. There would be 3 layers to these. The three layers are above ground, under ground and deep underground. Above ground: The above ground layer would have a about 5 by 3 by 1 block large chunk of dark oak wood. There would be 2 tall, but thin towers with pillagers. They would (as I said in the beginning) would have coal and iron stacked in triangle formations. The entrance would be block by a Pillager captain. Underground: This layer would be a large area of dark oak wood. There would be multiple chests with pickaxes, coal, bones and iron. There would be small pieces of stone missing from the walls (assuming there were ores here that the pillagers mined). Deep underground: Deep underground would have the same dark oak as the underground layer but with small holes with lava under them. There would be special types of pillagers with pickaxes called pitters. (They are pretty much weaker vindicators.) Pitters: these would be vindicators with pickaxes. They would have a miners helmet which can be worn to produce light. They have a small chance to drop these and pickaxes. They would do 2 attack damage but give you mining fatigue. [link] [comments] |
You are subscribed to email updates from Minecraft's Suggestion Box. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |