Minecraft Bees should drop their stings after dying. |
- Bees should drop their stings after dying.
- What would Blue Nether Wart Be Used For?
- When your tool breaks you're left with a stick.
- Slimes should pick up dropped items when passing over them, and should display them in their bodies
- Curse Of Self Destruction & The Curse Of Unknown.
- Bone tools
- New Bamboo Blocks: The bamboo block, fence, slab, and door.
- What about a designated trinket slot?
- Dispensers should be able to do actions like plant seeds, feed animals, use empty buckets on water blocks, ect.
- Color customization on Skin Creator clothes
- Ladies and gentlemen, the newest animal mob in Minecraft... the Clydesdale horse (open to name changes)
- Durability Revamp
- Jump Detriment/Weight
- Change to Saturation: Food groups
- An illage
- Minecon Capes for character creator suggestion
- Pillager Seige Factor
Bees should drop their stings after dying. Posted: 31 Oct 2019 02:48 PM PDT Bees should drop their stings, they will be able to craft a new potion! The new "Stinging" potion will give you Nausea, Poison and Hunger. You can also craft a Stinging Sword that deals 6 hearts Edit: u/Cryptic_Dragon came up with this idea and i think i should actually put it here lmao, you can also put stingers in dispensers and make poison traps! [link] [comments] |
What would Blue Nether Wart Be Used For? Posted: 31 Oct 2019 02:59 PM PDT Since the nether update will include blue nether wart forests, I would assume that the blue nether wart block would also be made with a blue counterpart to normal netherwart. It's still a mystery what properties this blue variant of netherwart may have, so let's talk about it in the chat below! What could it be used for? Current ideas:
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When your tool breaks you're left with a stick. Posted: 31 Oct 2019 01:20 AM PDT When your pickaxe/axe/shovel/hoe/sword/fishing rod breaks you're left with only the stick of the handle, as only the active part's durability should degrade. [link] [comments] |
Slimes should pick up dropped items when passing over them, and should display them in their bodies Posted: 31 Oct 2019 08:39 AM PDT If you get killed by a slime you'll have to kill it to get your items back. [link] [comments] |
Curse Of Self Destruction & The Curse Of Unknown. Posted: 31 Oct 2019 02:44 PM PDT This curse is rather simple. When you attempt to use the item for any table (Furnace, Crafting, Stonecutter, ETC) It will disappear, Preventing you from finishing the process. The curse of the unknown hides
Simple. [link] [comments] |
Posted: 31 Oct 2019 11:35 AM PDT Historically, many tools have been made from bone, and even now it's used as a material. Bone is very strong and I think bones should be incorporated in tool crafting in one of two ways (but not both):
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New Bamboo Blocks: The bamboo block, fence, slab, and door. Posted: 31 Oct 2019 06:19 AM PDT Currently, bamboo has little use outside crafting scaffolding and using it as fuel, which is a missed opportunity. It could make for some cool blocks. Firstly, bamboo blocks. They would be crafted with 9 bamboo, and can be used as a storage block as well as fuel. They have the appearance of a bunch on bamboo stalks tied together. The bamboo slab is made of 3 bamboo blocks in a row, yielding 6 slabs. Bamboo Could be made into a fence using 7 bamboo in a H position in a crafting table, similar to a ladder. The posts making up the fence would look like they were tied together, making it look a little crude and rickety. These would be weak and break if a ravager touches it. The bamboo door would be the bamboo variant of door, crafted with 6 bamboo blocks. They would look like long bamboo stalks and pieces tied together. Due to this, there would be a few cracks through which players could see. Also weak to ravagers, and broken by zombies twice as quick as a normal wooden door. [link] [comments] |
What about a designated trinket slot? Posted: 31 Oct 2019 12:38 PM PDT As far as all things go, having a slot for a few various items that may (or may not) otherwise see very little use in game would be invariably beneficial.
Having only a single slot designated to holding and/or just displaying a compass or watch so that it removes it from the hot bar and places it outside in its own visible slot similar to the offhand slot placed on the opposite side. For example, having the top right slot of the player inventory be displayed when items like the compass or clock are placed in it. This would promote the use of the compass and watch if it were to have a dedicated slot. I also acknowledge that the map, compass, and clock are the only items in the game that provide information about the overworld. Something should also be said about the Elytra and Totem of Undying taking up the torso slot and off-hand slot respectively, disallowing armor or shields to be equipped to make use of the items; this is where the following section comes in. If you are interested in reading more about my idea for a separate inventory slot for trinkets and example ideas for items that may be placed in the trinket slot, please keep reading.With what I wrote in the previous section, the only function a separate, dedicated inventory trinket slot (like a secondary off-hand slot) would serve would be too minor to implement as its own slot in sincerity… ...Unless new items and functions were to be added. The first Idea I propose is a rather large ask. It is not necessary, but I think it would add a new dynamic to the game as a whole if it were to be implemented. Modify the current function of maps. The new function would require removing locator maps and allowing the combined use of compasses (in the dedicated trinket slot or the hotbar) and maps (in hand) to be filled in when exploring or updating maps. When maps are not accompanied by a compass, mapped geography remains unchanged when players move within the boundaries of a map; players still appear on the map regardless of whether they hold a compass or not. In addition, having a map available to view at all times would be crowding on the screen as an overlay if it were to remain on screen. In either case of modifying or not modifying the map system, and with regards to the current aesthetic of the HUD and the fact that players hold maps to view them, maps should not be allowed in the trinket slot. The second Idea I propose would be to make more items with different purposes and functions. Adding items like a [nether compass]*1 to expand upon what is available to enhance gameplay how players like. It is also important that players have to choose between worthwhile items. For the reason of balance, this idea only grants one single trinket slot to players. Too many items would make things… interesting to say the least. Other various items that could be implemented or moved are, in no particular order, things like: -[Lava Charm]*2 -[Mob Charm]*3 (with possible variations for hostile, neutral, or peaceful mobs) -[Death Compass] *4 -[Backpack]*5 -[Shulker Pack]*6 -[Elytra!]*7 -[End Compass]*8 -[Totem of Undying]*9 -[Turtle Shell or a new turtle based item]*10 -[Items enchanted with Mending]*11
(Note: this allows players to navigate further from their nether portal without getting hopelessly lost. This item would be ideal for players who don't want to spend more time in the nether than they reasonably have to and also removes the necessity to leave a "bread crumb trail" of cobblestone for one time nether-venturers.) {Crafting: centered Compass surrounded by Quartz at a crafting table}
(Note: this can help players locate lava or be more aware or it when mining deep underground and in the nether) {Crafting; shapeless; Lava bucket + 1 Diamond/Quartz or Obtained from loot chests in the world}
(Note: this idea also helps locate mobs you happen to be passively hunting, or whatever you may intend to be doing.) {Crafting: ???/ Obtained from loot chests in the world}
(Note: if deathless, points to spawn; ideal for nomadic players. If death occurred in alternate dimension, this points to the nearest applicable portal.) {Crafting: centered Compass surrounded by Soul Sand at a crafting table}
(Note: to avoid abuse of mass player-inventory storage, this item would not provide any bonus storage when not equipped in the trinket slot. In addition, it would not provide more storage than 9 slots, as even a full row of storage is a relatively large amount.) {Crafting/locating: leather centered in a crafting table with 3 string on both sides; alternatively if it provides too much benefit for the relatively low cost defined and another solution cannot be made, this could have the option of only spawning in loot chests around the world akin to how saddles spawn}
(Note: as an alternative to carrying around shulker boxes, these would be less costly to make and could be equipped in the players' inventory instead of going through the hassle of placing down and picking up Shulker Boxes repeatedly. However, while they would not be as expensive to make as shulker box, they are not as efficient in how much they carry when compared to a shulker box. Another point to be made is that Shulker Packs would not hold Shulker Boxes or other Shulker Packs outside of the player inventory, and as a result any Shulker items occupying the extra inventory slots provided would drop to the ground as if the player had unequipped a regular Backpack.) {Shapeless Crafting: Backpack + shulker shell.}
(Note: this has the same basic intended use as the nether compass) {Crafting: ???}
To anyone and everyone who read any amount of this, thank you. I understand some ideas here are points of contention and others I'm sure are found to be rather mundane, but they are just ideas more so to start discussion rather than to be in the running for actual implementation despite how it some things may be written. [link] [comments] |
Posted: 31 Oct 2019 03:34 PM PDT Especially that thing about using empty buckets. It just makes sense, ya know? [link] [comments] |
Color customization on Skin Creator clothes Posted: 31 Oct 2019 11:23 AM PDT Hi! I've been playing around in the skin creator a lot on bedrock due to having had a few thousand coins sitting around from previous purchases. Greatly enjoy it, but I feel like its life is cut a bit short and creativity is limited by the matter of being unable to do much for clothing customization. I think that being able to tweak primary and secondary color on clothes you purchase would add a lot more creativity and longevity to the feature and to outfits you purchase. It could be simple enough to implement on future additions to the store, and it would make certain clothing options a lot more viable - I can't even put sandals on my brown-skinned character, due to the sandals being the same skintone as them, and being able to make them (the sandals) white or something like that would be a huge benefit, as one example. [link] [comments] |
Posted: 31 Oct 2019 02:36 PM PDT I have been frustrated dealing with horses and rideable mobs lately, and I figured there has to be a way to make a very efficient and practical mob, while also not sacrificing any of the challenges that come with Minecraft. The Clydesdale would be smaller than a Ravager but larger than a normal horse, and instead of a bull-like creature, the Clydesdale would just be like it's real life counterpart; a really big horse. Generation: - 20% chance of spawning a Clydesdale horse variant versus a normal horse - 5% of foals that come from breeding two regular horses would be the Clydesdale variant - 50% of foals that come from breeding a horse and a Clydesdale variant are Clydesdales - 100% of foals from two Clydesdales breeding become Clydesdale foals Pros - Can ride over water - Deals both regular damage and knock-back when attacked - Can carry inventory - Relatively large amount of health Cons - Taming them causes damage to the player, to some extent - They are dangerous to the player, even after being tamed (like a naturally spawned golem) - They are slow and don't increase speed even while being led on a lead - They take increased fall damage, and walking across sand and gravel causes it to fall as if it was hit from beneath (makes it incredibly hazardous to ride one in sandy biomes) - When it walks across a garden it breaks the plants and returns the soil to an untilled State I feel like even with its limitations this could be too OP, but I don't know any other ways to make it evened out. [link] [comments] |
Posted: 31 Oct 2019 06:19 AM PDT I believe that the durability system needs a current reintroduction. The mod Pickle Tweaks does a good job, but currently feels too overpowered as your ultimate toolset never truly loses anything. I think that instead of the current system, when a tool breaks it gives you a new item, the "tool head" of whatever tool it was (Stone Pickaxe Head, Diamond Sword Head, etc.) With 1 durability and a new "broken" tag, which prevents the tool from losing durability further but also prevents it from receiving Mending repairs or mining blocks. 2 durability is now the very least amount of durability a tool can have, with 1 not being able to mine anything but it can never go below 1. This item cannot be repaired in an anvil, but keeps all of its old enchantments. The head needs to be placed into the new Grindstone block added in 1.14. This not only gives the block a real function but a new way to keep old tools. This repairs the Tool Head to full durability at the cost of XP and removal of the "broken" tag, but either lowers a random enchantment by 1 level or, if the enchantment is already level 1, removes it. This is a fair tradeoff while allowing you to keep your enchantments on tools. Once a tool head no longer has the broken tag, it can be placed in a crafting grid with a stick below it to form a new tool, keeping the enchants of the tool head! A upside to this method is the gamble: It has a chance of removing curses too! So a player has to debate wether losing that Mending is worth losing that Curse... This is a plus as it adds a way to remove curses fairly while also providing a downside. If a curse is removed, twice the normal XP is taken (or something to balance it). Also, this process would not contribute towards the cumulative XP cost of anvil repair for that tool, nor will it contribute to its "work" value; Nor will the XP cost for grindstone sharpening increase. This is because this method already makes you lose enchantments and that way both methods can be used in conjunction to draw out your tool's effective lifetime as much as possible, to the point where replacing it altogether would be more effective. This will make interaction with a player's tools more interactive, and give the durability more life. Let me know what you think! [link] [comments] |
Posted: 31 Oct 2019 04:27 PM PDT I find it odd that Speed has an opposite effect but Jump Boost doesn't. Let's change that. [link] [comments] |
Change to Saturation: Food groups Posted: 31 Oct 2019 12:06 AM PDT Instead of having one saturation bar, the player has 3 saturation bars, with different foods filling different bars. These values would still be hidden from the player, as usual. The three bars would be Grains and Starch(G+S), fruits and veggies(F+V), and meats. I'll link a spread sheet with all the food data at the end of the post. First I'd like to describe how the 2 current functions of saturation would change. The first function is how long it takes before you have to eat again. This would function the same, but the player could potentially have up to 3x more saturation, so this is quite a buff. However, balancing your meals to get more saturation will take some planning, so in most cases this will function the exact same way it does now. Alright, onto the main topic: Saturation regen(SR). As a bench mark, currently when the player is getting SR they heal 1 HP/0.5 seconds. Without SR, you heal 1HP/4 seconds. I propose that the rate at which you regen health would be increased depending on how many different kinds of saturation bars are filled. If you have only hunger above 18, you would heal at the same rate without SR, 1HP/4 seconds. You would lose one hunger every 4 seconds. If you have one kind of saturation, and have 18 or more hunger, you heal at a rate of 1HP/2 seconds. You would lose 1 of that saturation every 2 seconds, but no hunger. If you have 2 kinds of saturation, and have 18 or more hunger, you heal at a rate of 1HP/second. You would lose 1 saturation of both kinds every 1 second, but no hunger. If you have all 3 kinds of saturation, and have 18 or more hunger, you would heal at the current 1HP/0.5 seconds. You would lose 1 saturation of all 3 kinds every 0.5 seconds, but no hunger. Heres the spreadsheet with food data. I tweaked some values from what are are currently, mostly to just get them to all be multiples of 0.5. Let me know what you think. I want to make saturation regen weaker, and I feel like this is a more fleshed out and unique idea than the blanket nerf I posted before. [link] [comments] |
Posted: 31 Oct 2019 02:19 PM PDT This would be a village but with pillagers instead of villagers. Maybe if you killed a village you could get the 'hero of the illage' buff and then the illagers wouldn't be hostile and instead could be traded with however they wouldn't be peaceful and they would act like wolves or pigmen. They're normally passive but will attack in a group if attacked. [link] [comments] |
Minecon Capes for character creator suggestion Posted: 30 Oct 2019 08:23 PM PDT We should be able to use our capes from the Minecon 2016 skin pack on our own skins like the founder's cape skin pack now that the character creator is out. Picture of the pack [link] [comments] |
Posted: 30 Oct 2019 07:47 PM PDT I found out it is incredibly easy to keep raid away indefinetly from a village by placing some strategic stone walls and a gate or two to get in/out. they cannot shoot in, they cannot break it, and they will just stay there, allowing me to kill them at my leisure. so what I'm proposing is that if a raid dose not kill or damage any villagers or iron golems, or they are not damaged after a certain time what would have been in the second wave show up. this continues until all the waves have arrived, at which point the ravagers suddenly gain the ability to break "soft blocks" like wool or bookshelves. pillagers will also start shooting exploding arrows. finally, ravagers will gain the ability to over time break any block except bedrock, and pillagers will begin rapid firing their exploding arrows to have them gain entry. loot drops will increase as the seige goes on [link] [comments] |
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