Minecraft Being able to put berrie bushes in plant pots |
- Being able to put berrie bushes in plant pots
- Caves should get more dangerous the deeper you go
- Pets such as wolves and cats will automatically get in your boat/minecart when you sit in it
- Fire Coral should hurt you on contact like real Fire Coral.
- Castles above Strongholds
- Mobile Juke Boxes
- Shulker boxes should be detected by observers
- Wolves should hunt ALL non-predator land animals, not just sheep. (RE-POST)
- Village Banishment
- New enchantment: Cliffhanging
- Allow players to make a village, either through special signs or through a single 'village banner'
- An /alias command in minecraft
- Hoe upgrade
- Better Breeding Of Bees
- The Magma Golem - a new ally for the new (hopefully) more dangerous Nether
- Bonsai trees
- Gloves! A new way to use honey!
- Bee variations
- Different controls for breaking and placing on mobile
- Lava 'Sponge'
- A blue torch
- Bedrock
- Idea for Smithing tables
- Shift+Space while swimming activates elytra
Being able to put berrie bushes in plant pots Posted: 04 Oct 2019 05:59 AM PDT It only fully makes sense.... it's not for farming purposes but decoration only [link] [comments] |
Caves should get more dangerous the deeper you go Posted: 04 Oct 2019 10:27 AM PDT It's ridiculous to think that the surface at night is equivalently as dangerous as the deepest and darkest part of a cave where the most powerful resources are located. There should be a higher risk considering the strongest end game materials are found there. My suggestion would be to add minor buffs to mobs as you descend deeper. As an example, creepers get a minor speed increase, zombies get a damage increase, etc... an indicator could be a minor glowing in the eyes of the mob so you know you're facing stronger version of it. Also increase the armor spawn chances for mobs the deeper they spawn. Another suggestion is to add more mobs that can provide a bigger challenge than the current mobs, these new mobs should only spawn way below the surface. I'm thinking of a system that would be similar to terraria, there are segmented levels the deeper you go and you must conquer one before moving to the next. It shouldn't be as easy as it currently is to collect the most powerful resource in the game [link] [comments] |
Pets such as wolves and cats will automatically get in your boat/minecart when you sit in it Posted: 04 Oct 2019 11:58 AM PDT I thought this would be a nice suggestion because I have trouble bringing my cat in my boat. An additional suggestion could be the fact that there should be something you can do to get your cat to come right up to you. [link] [comments] |
Fire Coral should hurt you on contact like real Fire Coral. Posted: 04 Oct 2019 09:15 AM PDT IRL, Fire Coral stings to the touch and is very sharp, giving it its name(it hurts like fire). I believe Fire Coral in Minecraft should have a similar effect. Touching Fire Coral blocks, fans, or plants should inflict 1/2 a heart of damage, similar to Cacti. This damage is negated if you are wearing a full set of armor(iron golems are also immune to the damage). Dead Fire Coral has no effect. Death message is "player went up in flames...underwater?" Overall, this would just be a nice touch to not only add realism to the game but to differentiate the Corals from each other. EDIT: Aquatic mobs(fish, guardians, squids, ETC) are immune to Fire Coral damage. Fire Coral can be right-clicked with Shears to negate its stinging effects. [link] [comments] |
Posted: 03 Oct 2019 09:27 PM PDT Strongholds feel so much like the basement of an actual castle. Why not there be these magnificent castles full of traps and deathtraps and Pillagers and monsters and skeletons? You enter through the castle doors, and find the basement door while battling hordes of enemies that may ambush you and are spawned in hidden Spawners throughout the castle. [link] [comments] |
Posted: 04 Oct 2019 09:48 AM PDT When I'm traveling, it would be nice to have the soothing music disks playing. [link] [comments] |
Shulker boxes should be detected by observers Posted: 04 Oct 2019 02:25 PM PDT When you open or close a shulker box it should be able to be detected by an observer, would make hiding stuff easier [link] [comments] |
Wolves should hunt ALL non-predator land animals, not just sheep. (RE-POST) Posted: 04 Oct 2019 01:13 PM PDT ORIGINAL POST: here Currently, wolves eat animals such as sheep, rabbits, and even baby turtles. But I feel that it isn't enough: so I propose that wolves should hunt all non-predator land animals, and not just the ones I mentioned. That includes chickens, cows, pigs, horses, donkeys, mules, adult turtles, pandas, mooshrooms, goats, and llamas. Flying animals like parrots, bees, and bats don't count as land animals, since they fly. The purpose of this is to spice things up for wolves, and if they try to eat your livestock, you'll have to fight them back. Click on this link so you can go to the post on the Official Feedback Site. Let me know your thoughts about this in the comments below! :) [link] [comments] |
Posted: 04 Oct 2019 02:19 PM PDT I suggest that if you are mean to the villagers to a high amount, they can banish you from the village and when you enter the premises any iron golems will come after you. This of course would only come after you being extremely rude to the villagers. [link] [comments] |
Posted: 04 Oct 2019 03:11 PM PDT (name kinda sucks, it's up in the air right now) Cliffhanging is a new enchantment that makes tools break like the elytra; Once they reach 1 durability, you can't use them. This might seem useless, but it's handy for careless players like me who have accidentally broken awesome pickaxes and armor too many times ;_; [link] [comments] |
Allow players to make a village, either through special signs or through a single 'village banner' Posted: 04 Oct 2019 11:53 AM PDT The new villager job system is fantastic. Villagers gain certain jobs depending on certain blocks. Now wouldn't it be nice if we could invite villagers to our house, or self-made town and have them work these jobs for us? Farmers would harvest and plant crops, blacksmiths would make weapons etc. Imagine a banner we could place on a piece of land that would mark it as a village. Then wandering villagers would travel to your land and start living there. Depending on the amount of houses you have more travelers come to join in your village. An alternative idea is the ability to assign jobs and houses manually to villagers. [link] [comments] |
An /alias command in minecraft Posted: 04 Oct 2019 11:25 AM PDT It would be useful on servers and Minecraft worlds to be able to turn any large text into a single command. It would basically replace the typed alias with the associated text. An example would be;
Because it simply makes a command that's equal to a certain text. Other functionality of /alias would be ;
I think this is a useful addition to the game, if you know any ways this could be improved upon, or how it could be horribly, horribly broken and abused. Comment below :) Edit: Maybe [link] [comments] |
Posted: 04 Oct 2019 01:59 PM PDT I think that the hoe is obsolete after you make the farm land. I propose that grown crops (only ones that grow on farm land) have be harvested by a hoe. And you could enchant a hoe with fortune to get more crops from a grown crop. Also for things like carrots and potatoes the odds for getting 2 items would go down. [link] [comments] |
Posted: 04 Oct 2019 12:05 PM PDT NOTE: I will be using the term nest / hive interchangeably As soon as I saw that you can breed bees just like mammal mobs, I thought it seemed a bit strange. Villagers have their own breeding mechanics based on real life human aspects; needing a place for children to sleep, and needing enough food to sustain a larger population. And so do turtles; they return to their beach, and lay physical eggs. Though bee hives are already storing a lot of data, there should be something to set breeding bees apart from breeding cows and pigs. These are the changes I propose: When right clicking two bees with flowers, hearts would pop up and they would both re-enter their hive. Then after a short time the two parent bees would exit along with a baby bee -- this is the minimum change I would suggest. But additionally, hives could have an egg data tag. Every time a bee "couple" entered the hive an egg would be added to it. The eggs in the hive would have a growth timer affected by bee activity:
[link] [comments] |
The Magma Golem - a new ally for the new (hopefully) more dangerous Nether Posted: 04 Oct 2019 03:13 PM PDT First off, here are the images for this post - https://imgur.com/a/JloWf4S https://imgur.com/3h5rkKE So with the Nether Update announced, I thought it would be a good time to post this mob idea that I came up with some time ago. It will hopefully be quite appropriate for the upcoming update, as I believe Mojang are adding a way to respawn in the Nether in order to encourage players to build bases there. The magma golem would be constructed using the classic carved pumpkin, seven blocks of magma and two blaze rods, which would now be placeable in the same way as end rods, as suggested in this post: https://www.reddit.com/r/minecraftsuggestions/comments/72y7s0/nether_rods_like_end_rods_but_yellow_and_give_off/ (not exactly but this was the only one with an image). I would, however, suggest that they wouldn't have a base, and be slightly smaller than end rods (about as big as they are in the centre of a brewing stand) just so they wouldn't need an item texture change and it would be consistent. As for the golem itself, it would, naturally, be resistant to all forms of fire damage, would be damaged by water and rain, would be able to wade at its walking speed through lava, as well as swim slightly slower than its walking pace. It would also not be slowed down by soul sand. It would have about half the health of an iron golem, but about twice the speed. It's ranged attack would work as a steady stream of fire released from its mouth. This would deal about one third the damage of an iron golem attack every second. It would also deal a constant amount of knockback, which would depend on the health of a mob, weaker and presumably smaller mobs would be moved backwards more quickly. This attack would also set mobs on fire, but that would be pretty useless in the nether. Its second attack would be a powerful bite to mobs close to it. This would deal about the same damage as an iron golem attack, but get weaker if used too frequently. It would take five seconds to reach maximum bite potential again. It would also have a unique healing mechanic. It would attack magma cubes until they reach their smallest form. It would then refrain from using a ranged attack on them. Instead, it would pick them up with one arm, leaving the other on the ground, and keep the magma cube in its mouth. This would essentially give the golem a gradual regeneration effect, until the magma cube died after a while (it ate the magma cube). So there we have it. A nice way of guarding the new nether bases that Mojang seem to want players to build. It would be cool to see some turrets or something made using these guys. As a side note, if any figures in this post seem either underpowered or overpowered, I'm sorry about that. I'm not the best at balancing, so just imagine the stat being bigger or smaller. [link] [comments] |
Posted: 04 Oct 2019 01:56 PM PDT Basically if you put a sapling in a flower pot and bonemeal it, (in case someone just wants a sapling in a pot and not the tree) you get a small tree, like in skyfactory 4, but it won't give resources. Also if you break the pot you get a sapling back [link] [comments] |
Gloves! A new way to use honey! Posted: 04 Oct 2019 10:52 AM PDT One leather in a crafting table makes gloves! These go in a new hand slot. (May appear in later posts) They give you no armor points. But if you craft them in honey in a crafting table you get... Honeyed GlovesThese are the bread and butter of my idea. They allow you to climb blocks! However, they have a durability similar to the elytra where they will start to lose honey over time. And theres more downsides 1, When you equip the gloves while honeyed the item you are holding gets stuck to your hand and you cant swap items
Anyway, when they run out of honey they turn to normal and you have to recraft them into honeyed gloves. Lastly while climbing you get an animation where you climb [link] [comments] |
Posted: 04 Oct 2019 02:12 PM PDT There should be another variation of bee; the wasp and you can find it in forests and it will randomly attack you and give you poison effect. [link] [comments] |
Different controls for breaking and placing on mobile Posted: 04 Oct 2019 10:55 AM PDT I hate having to wait to break blocks, especially after spending multiple years on PC. We should have the breaking and placing controls on different sides of the screen so you can break stuff with your right hand and place stuff with your left hand and vice versa. [link] [comments] |
Posted: 04 Oct 2019 02:23 AM PDT This wouldn't really be a sponge (alternate name, Volcanic Absorbent) but the idea is as said; a Sponge for lava would be a great addition, especially since the Nether Update is coming [link] [comments] |
Posted: 04 Oct 2019 03:52 PM PDT With soulsand turning fire blue it would be awesome if we could see a new torch varient using soulsand to get blue fire instead if the normal fire, this could be expanded to lanterns as well and I think I would be cool and could add a new decorative theme with them. [link] [comments] |
Posted: 04 Oct 2019 03:41 PM PDT Make it like Java I hate that everything I know about redstone ether doesn't work or is broken since the redstone can do different stuff every time making it unreliable [link] [comments] |
Posted: 04 Oct 2019 07:49 AM PDT My idea is a "recrafting" system of sorts. You put tools/armor in the smithing table, and get the materials, however, those materials don't go to your inventory, but towards making a new tool using the materials. The percentage of remaining durability of the tools/armor put in will be combined for whatever you take out. Any unused items will be lost. Say you have 2 stone shovels with 30% durability each. You put them in, and get 2 stone and 4 sticks. You craft a stone sword, and the sword has 60% durability. You lose 3 sticks in the process, and any enchantments on the shovels. And you don't just have to put tools into the smithing table. You can put in more materials, but you can't put them back into your inventory once you place them in the smithing table. So, say you have diamond leggings with 50% durability. You put them in and get 7 temporary diamonds. You add one diamond from your inventory and craft a diamond chest plate, with 50% durability. Does anyone see any easy way to abuse this that I missed? And what do you think of this idea? Edit: Tools/armor will never go over max durability. So, if you take 2 full diamond swords, and make them into boots, the boots will also have max durability for boots, no 200% durability or anything like that. Edit 2: if you take boots with 50% durability and make them into 2 diamond swords, the diamond swords would have 25% durability each. If you take leggings with 70% durability, and make a pick and 2 swords, the swords would have 20% durability and the pick would have 30% durability. [link] [comments] |
Shift+Space while swimming activates elytra Posted: 04 Oct 2019 12:59 AM PDT Right now, shift is used to swim down and space to swim up. Pressing both doesn't do anything. You can also have elytra activated if you dive while flying, but you can't enable elytra while in the water. It'd be very useful if you could could activate elytra while swimming to take off from the ocean using a key combination that currently doesn't do anything. [link] [comments] |
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