Minecraft Change ice breaking sounds |
- Change ice breaking sounds
- Horses should be trainable
- Fires set on coal ore either last longer or don't go out over time
- A New Smithing Table Use - Armor Features
- Change explosion sounds
- Lightning rods
- Andesite, diorite and granite bricks
- Charcoal Blocks
- Why Levitation should be reconsidered as a potion effect option!
- Woodland Mansion improvements for 1.16.
- A new effect: Stun
- Special items to upgrade enchantments past their caps.
- Unpopular Opinion: I don't like the current state of Netherwart Forrest and it's blue variant.
- Two similar weather mobs, the Blizzard and Sandstorm!
- The most terrifying monster...RETURNS!
- Lightweight obsidian, a version of obsidian which can be moved using pistons.
- Rubber?
- Iron, gold, and diamond wolf fangs
- The Shroud, a spooky and sneaky new foe...
- Patterned Shulker Boxes
- Unarmed Pillagers pull out an emergency dagger.
- I've moved from Java Edition from Bedrock... but I miss one thing...
- Potion of acceleration (Potion of "wind"?)
Posted: 30 Nov 2019 01:57 AM PST That's all. Ice breaking sounds should really be changed. Real ice doesn't sound like glass at all when you smash it. [link] [comments] |
Posted: 30 Nov 2019 11:29 AM PST I think this would be a cool feature that I would like to see implemented in the game. My idea for this is the more you use horse the better it gets, like if you do a lot of jump training on your horse he gets better at jumping, and the same for running. This idea would appeal to all players because you don't have to spend hours finding a horse that is good. I don't find any downsides to this idea. [link] [comments] |
Fires set on coal ore either last longer or don't go out over time Posted: 30 Nov 2019 03:20 AM PST I always thought it was weird that setting a fire on coal never produced a unique reaction, i know it's small but i feel like it would be a nice addition. [link] [comments] |
A New Smithing Table Use - Armor Features Posted: 30 Nov 2019 07:55 AM PST *Renamed to enhancements [Thanks to u/kiwi_42069 for the idea]* Mostly, when people are focusing on smithing tables, they think of swords. However, I propose little features, enhancements, you can add to armor once for small buffs. Some might be exclusive to just one or two pieces of armor, while others could work for all armor. Adding them to your armor would not cost experience orbs. It would be kind of like hard-to-find special enchantments that don't cost xp to add. I can already think of at least three off the top of my head, and clearly, plenty of other people can think of some as well:
Imagine the possibilites! Also, they would change the item's appearance, making it even cooler. I would probably limit the amount of enhancements that exist to around 12, because I don't want any of them to be mutually exclusive. They should just be small stat boosts as to not make them OP. [link] [comments] |
Posted: 30 Nov 2019 06:03 AM PST TNT and creepers don't sound like explosions. They sound like you dropped a bag of sand off of the roof and it exploded on the pavement. Let's get a real, booming, cannon or gunshot type of explosion. [link] [comments] |
Posted: 30 Nov 2019 09:08 AM PST I know, I know, what would be the point? Well, if you place the lightning rod (craft able by an armor stand in the middle with an iron bar on top and an anvil on bottom) If you place it at at Y=+100 it will have a chance to be struck by lightning, and if you affix armor or tools to the lightning rod and it is struck, that item will become Charged, giving +5 buffs to any enchants currently on the item. However once an item has been charged, you will no longer be able to add enchants to the item, it will remain in its state forever. Only one item can be affixed to a lightning rod at a time. When charged, it will glow like a charged creeper. [link] [comments] |
Andesite, diorite and granite bricks Posted: 30 Nov 2019 03:48 PM PST |
Posted: 30 Nov 2019 03:41 PM PST Pretty self explanatory, like a coal block but made out of charcoal instead. [link] [comments] |
Why Levitation should be reconsidered as a potion effect option! Posted: 30 Nov 2019 12:56 PM PST Too OP?It's very easy to see how levitation could be really OP once applied to tipped arrows. But at the same time, Turtle Master potions, are tweaked to have a really short duration to not only be not OP defensively, but not too OP offensively as well. Levitation having a short timer would also make it much less powerful for getting up places, and would also make the arrows (which are the main point of rejection) much less powerful. New routes and options!Something more interesting, what if it was a new potion that was loot in end ships (replacing the health potions that are there currently)? Or perhaps the tipped arrows have a special property of levitating themselves instead? There's plenty options to make it a much more interesting item in game than just "add levitation as a potion". My personal idea for what could come of this.A dual potion, much more useful than just levitation, but also balanced for combat. It would be a combination of Levitation and Slow falling. Levitation 2 for 20 seconds (2 seconds on arrows) and Slow falling for 30 seconds (4 seconds on arrows). Extended goes to Levitation 2 for 40 seconds (5 seconds on arrows) and Slow falling for 60 seconds (8 seconds on arrows). I personally think this could be a fun option, as it wouldn't be super combat useful, but it would still be plenty fun in game for both combat and exploration. [link] [comments] |
Woodland Mansion improvements for 1.16. Posted: 30 Nov 2019 12:19 PM PST 1.16 is a opportunity to update the Mansions, despite being the Nether Update. And Mojang stated that more Illagers would inhabit these mega houses in the "near future". I propose changes for the Woodland Mansion and make it better than before. For starters, the Arena Room contains a Ravager, makes sense where the Illagers would put them. Rooms with Evokers have no Vindicators with them anymore, Illusioners take their roles instead. And the Redstone Jails may contain a captive Villager, who unfortunatly zombified due to being in there for so long without any food. Anyone agree with these changes? [link] [comments] |
Posted: 30 Nov 2019 07:57 AM PST Can be obtained when hit lightning, damaged with axe and in explode. Doesn't has a level. Duration 2 seconds. Taking effect is randomly in radius 0.1-2%. When stun mob or player can't move or attack [link] [comments] |
Special items to upgrade enchantments past their caps. Posted: 30 Nov 2019 01:25 PM PST Been seeing a lot of smithing table suggestions. To be honest, I'm really not a fan. I think these ideas don't really fit in with vanilla very well as enchantments, have been for the longest time the way to get armour better than diamond. However, I have a (hopefully) vanilla idea that can merge the two ideas together. Enchanting is done in an enchanting table or an anvil. Just like a cartography table or a loom, this would be a better way to do the same thing. You could collect rare drops from bosses or as a super rare drop from bats. Using the smithing table, these items would fuse onto the pieces of armour, upgrading the enchant for the item. It would be capped at maybe double of what the enchantment normally is supposed to be, with a few exceptions for enchants without levels. I think this effectively makes it so enchantments don't seem redundant, but at the same time, the smithing table gets a cool new use. [link] [comments] |
Unpopular Opinion: I don't like the current state of Netherwart Forrest and it's blue variant. Posted: 30 Nov 2019 03:58 PM PST Inb4: this is just imo, speculations and all features are subject to change. A general opinion could be made about the Nether as a "fleshy" or organic cavern dimension from looking at the blocks that are in it such as Netherrack being a block of bloody flesh and Nether Quartz being the latter but with pieces of bone in it. Nether Warts are literally Verruca Vulgaris, irl Warts, that come from the Nether. There are many more examples but for the sake of the topic I'm going to use these. First, Netherwart Forrest appear too red. Seems weird to say but the brightness of it somewhat counters the theme of the Nether.* Secondly the biome more resemble of an actual Forrest or just too much of it. If the overall theme is an organic cavern then I would think the 'treewart' would appear to have a bulbous round "head" or top where the 'leaves' would be and slender but wide trunk or steam. Blue Netherwart Forrest is pretty much the same of the original except it being blue*. The type of blue doesn't really go with the dimensions and sticks out like a sore thumb. Perhaps instead of a blue variant there could be an infected Netherwart Forrest. The textures and biome could resemble the warts and other skin growths like of irl infected flesh wounds with base color of redish browns and dark to near black blood spots like a scabs but with veins of dull yellows and greens. (*) - I'll post a comment about having blue colors in the Nether. [link] [comments] |
Two similar weather mobs, the Blizzard and Sandstorm! Posted: 30 Nov 2019 09:59 AM PST The Blizzard only spawns in snowy biome when its a blizzard in these biomes (Snowy biomes version of thunderstorms), while the Sandstorm spawns in the hot biomes version of thudnerstorms (sandstorm). Both mobs are quite similar in appearence, the Blizzard appears as a frosted skull surrounded by a twister of ice and snow, while the Sandstorm appears as a sandy skull surrouned by sand. Both mobs attack in similar ways: the Blizzard hurls ice blocks that shatter on contact, dealing on-hit damage of 6 HP and slowness for 20 seconds, and frag damage of 3 HP. While the sandstorm deals the same damage, slowness on a direct hit from its sand block attacks is replaced with 20 seconds of blindness. Blizzards drop 3-5 Ice blocks, while Sandstorms drop 3-5 Sand blocks. Both mobs have a small chance to drop their respective fragment: combine them both with a stick for a sceptor that imitates their attacks at random upon right-click. So, what are your thoughts? Do you like to see elemental mobs like these two brothers into the game? [link] [comments] |
The most terrifying monster...RETURNS! Posted: 29 Nov 2019 08:20 PM PST The Nightmare, a horrifying creature that once was banished to commands_only, but returns for vengence and a thirst for blood. The Nightmare: a devilish creature that disguises itself as a cute little bunny that only spawns in a special cave, surrouned by bone piles. But get too close, and it reveals itself as a grosteque vicious beast, with its spine and ribcage showing from its back and sides, sharp claws and teeth, and eyes that glow. Stay away from this little critter, but it does guarantee an emerald drop that it was hoarding from the last victim it murdered. Yes yes, I know, Jens removed the Killer Bunny because it wasnt a monster and that it was a tired joke and a random death event. But, I decided to view it as a monster that barely looks like a rabbit, to erase the first and second reason why it was unused. And for the third part, you see a bunny in a cave surrouned by bones, stay away from it! It is honestly a good mob idea for a monster of fear that disguises itself as a innocent mob. [link] [comments] |
Lightweight obsidian, a version of obsidian which can be moved using pistons. Posted: 30 Nov 2019 11:44 AM PST I would find this useful when creating high-security or safe buildings, such as laboratories, blast shelters, vaults, and bunkers, where the doors could be a weak point. [link] [comments] |
Posted: 30 Nov 2019 08:51 AM PST I suggest you add Rubber in Minecraft Rubber Trees grow randomly in groves of 6-7 in Tiaga Biomes and you can obtain all the wood varients of it... The special part is that using Shears would open a slit in the trunk Using Glass Bottles will allow you to collect Rubber Naturally grown trees: 4 bottles per block Chopped (and placed) wood: 1 bottle Trees grown using Bone Meal: 2 bottles Crafting 9 rubber bottles = 6 rubber 6 rubbers (on the vertical edges) + 3 redstone in between = Insulated Redstone Insulated Redstone won't connect with open redstone lines running parallel to it. But it can't be powered using other redstone related blocks (eg. Repeater) from the side neither from below or above 5 rubbers in an upside-down U shape + string in bottom center of crafting grid = balloon Balloon can be tied to Fence Post and Iron Bars Ballons are like sand and gravel, just they float upwards A ballon, on being popped, will drop a rubber and the string and also do a half heart damage to any entity in its 1 block radius Entities will travel upwards standing on a balloon A balloon can be popped in the following ways; 1 Shot by an arrow 2 Poked by a Sword 3 Scratched by some shears 4 Floating off to build limit 5 squashed by an activated weighted pressure plate Weighted pressure plate will make the balloon stay at a place Balloons can also be filled with water by right clicking on a water source Throwing water balloons at entities will cause half heart of damage On chopping Drained / Used Rubber Wood Blocks, It will drop 1-2 Bark Shards Brewing a Potion of Elasticity using a Bark Shard will allow a two high entity to pass through one-block high gaps for a certain time period If the effect runs out, the entity will start suffocating in the wall I would be more than happy if you guys add other rubber recipies in the comments [link] [comments] |
Iron, gold, and diamond wolf fangs Posted: 29 Nov 2019 08:29 PM PST As you progress through the game, wolves become less and less useful. I feel like there should be wolf fangs that can be found in loot chests that can be applied to your wolf (similar to titanium police dog fangs irl). These would allow your tamed wolves to deal more significant amounts of damage as you progress through the game and find the fangs. [link] [comments] |
The Shroud, a spooky and sneaky new foe... Posted: 30 Nov 2019 12:08 PM PST The Shroud, a pesky and spooky new foe Name: Shroud
Mob variant features:
Mob stats:
Item drops: If a shroud is killed while in a disguise it has the rare chance to drop the spawn egg of whatever mob it was shrouded as.
[link] [comments] |
Posted: 30 Nov 2019 11:41 AM PST As with the title - using a banner, or another kind of block. E.g. Pumpkin/Melon, 'chiseled'/'pillar', Glazed/Terracotta colors, Grassy/Snowy Dirt, Mob Heads, Chest/Ender Chest, Piston/Dispenser, Corals, Magma/Obsidian/Soul Sand, and so on. Gives the loom block another fun use. They'd take on a decorative pattern and/or color scheme of the block used, probably with a bit more pastel colors. Not so much to camouflage them, as to have a whole lot of fun and interesting options. I don't think they should have any special features, they're still just a box. [link] [comments] |
Unarmed Pillagers pull out an emergency dagger. Posted: 29 Nov 2019 07:37 PM PST It is true, if a Pillager shoots his crossbow 250 times, it breaks and he can no longer attack. To compesate for this, he whups out an dagger and goes melee, dealing 6 HP per hit. He can also utilize the dagger when underwater. The dagger can drop, though, at the usual 8.5% chance if you kill the Pillager while he is using the dagger. The dagger doesnt deal much damage, only as much as a stone sword, but never breaks and cannot be enchanted, so think of it as an emergency weapon. [link] [comments] |
I've moved from Java Edition from Bedrock... but I miss one thing... Posted: 29 Nov 2019 06:43 PM PST So I moved from Java to Bedrock Edition a long time ago because it runs so much smoother and I'm not really interested in mods. But I do really miss one feature from Java that Bedrock still doesn't have after all these years, cave sounds. Why are there no cave sounds in Bedrock Edition? Are there any official responses to this question? Please make cave sounds an option in the sounds settings for bedrock users. Even though I do feel uneasy when cave sounds play even after 8 years of playing this game I love a bit of a spooky vibe when Mining sometimes. I love how they suddenly change the mood and you suddenly feel unsafe when Mining deep underground. There are some add-on packs that enable cave sounds but they don't implement them well. The cave sounds play WAY too often. [link] [comments] |
Potion of acceleration (Potion of "wind"?) Posted: 29 Nov 2019 04:15 PM PST Acceleration might sound a lot like speed, but this would be a bit different. This effect would probably be of more use to map creators than your typical Minecraft player, but even so I'll at least attempt making a ingredient recipe that makes sense. First we will cover what acceleration will do. It's faster than speed of an equal level, but takes several seconds to reach top speed. It takes +5 seconds to reach top acceleration for each level, and the acceleration effect is 1.5 times (+50%) faster than the previous effect. So the in game potions, levels 1 and 2, would look like this: Speed 1: +30% speed but 5 seconds to reach it. Lasts for 4 minutes by default, but lasts 12 minutes if upgraded with redstone. Speed 2; +60% speed but 10 seconds to reach it. This would be identical to speed 3 when fully accelerated, but I don't think you can get speed 3 without a command. The potion would last 2:15 minutes when upgraded with glowstone. This would be great for racing maps, as it simulates to some extent the acceleration racing games use. This potion effect may seem op, but considering that to even get a brewing stand without fighting a blaze is difficult (you'd have to be lucky at a village) it basically nerfs itself. And slow falling + riptide 3 makes you become the flash. Even while writing this, I was thinking redstone would also make a good ingredient to make the potion (blaze powder fuels your table but also makes strength, so having multiple uses isn't unusual), but then I thought of something better. Acceleration potions should be made with saddles! Saddles are used for horses, pigs, mules, etc. but some people don't really need more than one saddle. On my world I got a full chest of saddles I don't need. Since all those are forms of transportation, it should be the ingredient as well. This wouldn't make horses and other rideable animals useless, as your hunger doesn't deplete quickly while riding a horse, it does when you're running with a potion. Pros: it's easier to not run into a ravine or something when you need time to reach top speed, also you finally have a use for saddles. In resource packs that add vehicles, this would make things so much more interesting. Cons: not very good for pvp, as the pacing could feel off. This is intended, acceleration is more of a racing effect meant for long distances. Edit: The name of both the effect and potion is Wind's Steed, thank you u/Wizard-Of-Nope for the suggestion. Edit edit: as for the fov, I think it could simply stay at one level and not slowly zoom out. Regardless, that video setting could be turned off. [link] [comments] |
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