Minecraft Ravager Horn used for Illager call |
- Ravager Horn used for Illager call
- Corn!
- Rather than just spawning at the surface of lava, Magma Cubes should spawn in the lava and rise to the top instead.
- Deeper Underground
- Barrier blocks stop facing towards the player
- There should be a new type of village in the frozen ocean biome I have an idea
- Tripple tap SHIFT enter into swim or lay mode
- Mobs should avoid campfires
- Boss bar for the elder guardians and a new drop
- A zoom feature for the bow, if you crouch with a crossbow or bow in your hand it zooms in slightly
- Spiders making cobwebs
- In fire creeper has 25% chance to blow
- Make all food/drink items support the CustomPotionEffects tag
- A rework suggestion for the Illusioner for 1.16
- Mob attack patterns to improve combat
- Combat issues, and how to fix them at my criterium.
- Guitars?
- Frozen
- Fish in cauldron
- Chorus fruit should teleport the player in the direction they're facing, and should be quicker to eat.
- Eating speeds
- Inventory Dumping
- Minecarts are pretty bad. They should be faster, and more versatile.
Ravager Horn used for Illager call Posted: 29 Nov 2019 08:02 AM PST Seriously, the saddle drop is almost useless for the Ravager, and many people suggest its horns as a drop. So heres my twist: You have a chance of 50% to obtain a horn from a Ravager. Right-clicking with the horn in your hand consumes the horn and plays the Raid Horn sound effect, and summons an Illager patrol manually just for you! This makes it easier to get subsequent Bad Omen effects and easier to stack them. [link] [comments] |
Posted: 29 Nov 2019 08:10 AM PST I've always wanted corn in Minecraft, and these are my ideas: Growth: When the corn stalk grows one block tall, you can harvest it, but you will get unripe corn. When it grows two blocks tall, just like sweet berries, if you tap it, the corn will come out, but the stalk will remain intact. Hunger: A piece of unripe corn gives half a bar of hunger, and it gives you weakness. A price of ripe corn will give you 1 and a half bars, but if you smelt corn you get Fried corn, which gives 3 BARS! You can feed corn to horses. Xtra stuff: I'm experimenting with an idea of 'golden corn', but that is still a work in progress. Leave your thoughts down below! [link] [comments] |
Posted: 29 Nov 2019 08:20 AM PST As it currently stands, the way that Magma Cubes spawn in lava oceans is that they spawn on the surface. What if instead they spawned deep in the lava oceans, and rose to the top insetad. This would be a cool visual effect, as well as potentially providing a bit of a surprise when the magma cubes emerge- players would get a little surprise when they see a new hostile mob that they have to face that they weren't expecting! This would be a very subtle change, but it would be neat to see magma cubes emerging from lava, for the visual effects and for the surprise players would get when they see a new hostile mob they have to face. [link] [comments] |
Posted: 29 Nov 2019 08:50 AM PST Currently the highest sea water layer in minecraft is Y62, which makes the average surface height between Y65 and Y80. This makes it extremely easy to get to bedrock, even if you have a low tier pick axe like stone. Consequently, the underground just doesn't feel as vast enough as it should be for a game about mining. I suggest raising the highest sea level to a nice round number of Y100, and thus also raising the average surface altitude to between Y105 and Y120. This is not a dramatic change, but it's just enough to make the underground deeper while also not compromising the Minecraft we know and love. I don't feel as if the ore spawning altitudes need to be adjusted either. Maybe raise the spawn altitude of coal so that they still spawn in mountains, but the extra difficulty added to acquiring iron is good as it is too easy to find iron in my opinion. In fact I would even suggest adding copper and tin to the upper layers to introduce Bronze as a new metal between stone and iron, but I won't get off track. I think a deeper underground would improve the overall minecraft experience and make it feel more vast and more like a game about mining. [link] [comments] |
Barrier blocks stop facing towards the player Posted: 29 Nov 2019 10:53 AM PST I thik that barrier blocks should keep the same texture but be an actual block instead of just facing towards you as it makes it very confusing when you have many of them right now [link] [comments] |
There should be a new type of village in the frozen ocean biome I have an idea Posted: 29 Nov 2019 07:55 AM PST I see a lot of frozen ocean but if the villages living the cold snowy environment why don't you see any in the frozen ocean biome the villagers should go to holes in the ground and start fishing and the village should have cubes for homes stacking up to the top like if along side a mountain I have a image but can't be posted that should give the affect that your in a real life village but also have a Minecraft vibe [link] [comments] |
Tripple tap SHIFT enter into swim or lay mode Posted: 29 Nov 2019 11:51 AM PST |
Posted: 29 Nov 2019 08:27 AM PST I like the look of campfires around my base, so it's really annoying to keep them unlit because I'm afraid of animals/dogs/wandering traders. Mobs need to not just walk onto lit campfires and just sit there [link] [comments] |
Boss bar for the elder guardians and a new drop Posted: 29 Nov 2019 02:16 PM PST I feel that the elder guardians are overlooked to the wither, ender dragon and raid despite them all being bosses. I think they should get a boss bar for the sake of consistency but should also get a new drop as they only drop 1 wet sponge. While these are rare, you can get full rooms of these and they have very specific uses. I think another bonus item to be dropped from them will make them feel like a more rewarding boss to fight but just makes them feel more special. This drop could be a new item that could be some thing like spikes to add to armour. This could require 3 to make from the 3 elder guardians. This could also be added to further make your existing items better, it could just be a good exclusive enchanted book. These are just some ideas and the item could very much be something simple that won't need much explaining to describe, it could even drop pre-existing rewarding items. I think you could think of an item that is simple and rewarding that encourages the player to find ocean monuments and also add a boss bar for the elder guardians as they're a boss but they don't have one. [link] [comments] |
A zoom feature for the bow, if you crouch with a crossbow or bow in your hand it zooms in slightly Posted: 29 Nov 2019 08:06 AM PST |
Posted: 29 Nov 2019 10:07 AM PST A random idea I came up with on the spot about a week ago, like the bee, spiders will find a tree and set a cobweb there, to sleep for the night. If the cobweb is broken (even with shears) they become aggravated and attack the player, however if the cobweb is mined with silk touch the spider will not become aggravated and will make a new web and can be used to make a cobweb farm, they make webs 10-15 minutes after being broken, thoughts? [link] [comments] |
In fire creeper has 25% chance to blow Posted: 29 Nov 2019 11:40 AM PST |
Make all food/drink items support the CustomPotionEffects tag Posted: 29 Nov 2019 04:06 AM PST This would allow every edible/drinkable item to have the "CustomPotionEffects" NBT tag that currently only potions support to make them to give effects when consumed. This is a change that's mostly for mapmakers, but should be relativey simple to add. I recently experimented with suspicious stew and found out that they have their own tag that only stores an effect and its duration and not the strength and other data. Adding the CustomPotionEffects tag would allow for some fun custom foods to spice up maps and give better control over what effects items like suspicious stew, golden apples and more give the player. [link] [comments] |
A rework suggestion for the Illusioner for 1.16 Posted: 29 Nov 2019 09:29 AM PST The Illusioner, instead of firing normal Arrows, fires Spectral Arrows at you instead, and deals more damage, but takes a bit longer to draw the arrow back for the Illusioner. The Glowing Effect inflicted on you from the arrows allows all Hostile Mobs to see you from a greater distance, creating more trouble for you! The Illusioners fighting style also changes: It guarantees Blindness for 5 seconds upon spotting you, and scatters illusions around the battlefield and no longer turns invisible. Finding the real Illusioner in the crowd of Illusions that gather around him proves quite difficult, but pay attention to where the arrows fire from. Hitting the wrong Illusion deals 4 HP of magic damage and dissipates the Illusion, granting 10 seconds of Nausea as well. Hitting the Real Illusioner dissipates allIllusions with o punishment and the Illusioner goes furious, firing his arrows at you at a greater speed and nimbly dodging your attacks. After his tantrum, he inflicts his Blindness spell on you and repeats the tactical strategy all over again. The Illusioner drops 0-2 Spectral Arrows and maybe his own totem, that creates an Illusion of yourself when you right-click the ground with it to distract mobs, but the totem has durability, and requires Bottles O' Enchanting to recharge it. [link] [comments] |
Mob attack patterns to improve combat Posted: 29 Nov 2019 02:32 PM PST I think it would be cool if more mobs had attack patterns, rather than just attacking. Skeletons, evokers and blazes are both great with this, since they do ranged attacks after a certain amount of time, and both can be dodged if a player knows how to properly avoid them. Zombies, well yeah they only just attack, but then again, they're zombies. Endermen however, seem like they could benefit from an attack pattern. Maybe they do 2 hits then teleport? Maybe something else. These are just some ideas. Vote here [link] [comments] |
Combat issues, and how to fix them at my criterium. Posted: 29 Nov 2019 02:16 PM PST Here are some issues at the moment:
And here's are my suggestions:
[link] [comments] |
Posted: 29 Nov 2019 08:21 AM PST Magic and Music Guitar: 3 String, 6 Wood Planks The guitar will pacify hostile mobs for some time around you but will lose durability quickly. Possible enchants : Song of Peace I, II, III, IV, V The higher the enchant, the wider the range. Sturdy Strings I, II More durability. Volume I,II III Increases time mobs pacified. [link] [comments] |
Posted: 29 Nov 2019 03:45 PM PST A type of zombie that died from the cold that spawns in snowy moutains [link] [comments] |
Posted: 28 Nov 2019 09:16 PM PST We should have the ability to put 1 fish in a cauldron filled with water. [link] [comments] |
Posted: 28 Nov 2019 09:43 PM PST Right now, chorus fruits in the game are kinda useless, unless you run out of food in the end. If they teleported the player based on the direction they faced, and the player could eat them quickly, they would serve as a consumable option for quick transportation. [link] [comments] |
Posted: 28 Nov 2019 06:34 PM PST If a food restores less hunger than it should take less time to eat and the other way around. Eating berries shouldn't take the same amount of time as eating chicken. I know it's small but I think it would be a useful addition. [link] [comments] |
Posted: 28 Nov 2019 08:43 PM PST Many times, I will go to my house and have an inventory full of miscellaneous things that I want to shove into a chest, and then proceed to spend a bunch of time stuffing all of it in. I think that it would save a lot of time/make life easier if there was a 'dump' button that you could press and it would put your entire inventory minus your hotbar in the chest (if it could fit). It is a fairly simple idea, but I think it could add a lot. [link] [comments] |
Minecarts are pretty bad. They should be faster, and more versatile. Posted: 28 Nov 2019 04:30 PM PST Minecarts are pretty quickly outclassed by Elytra, if you ask me. By the time you get the resources for a large rail system, you're probably going to have paid the ender dragon a visit and killed it. Of course, this is a completely logical change. It makes no sense for an item like a minecart to be even remotely as effective as an elytra. However, it should at least have some bonuses that make it interesting. Boats have ice highways, horses can be taken anywhere, and llamas can make large caravans. Let's fix minecarts. Minecarts are now much faster. If powered rails are used frequently, you'll have a significantly quick minecart, at speeds of 15 blocks (or meters) per second. This might sound overpowered, but in reality it's not that quick, only about 33mph, or 54kph. An elytra without rockets is 7.2 meters per second, but we'll come back to that. So this sounds overpowered, right? It's so much faster than elytra, right? While the speeds are greater, I believe that it's still quite balanced. What the minecart gains in speed, it loses in versatility. Elytra can still go very fast with rockets, and the big boost is that they can fly wherever. Up, down, left, right, or sideways, it doesn't matter. You can fly them through unexplored territory, which is their primary feature factor for many players. The minecart, however, can do none of the above. While it can go fast, you have to place lots of rails from point A to point B. A highway of even 1,000 blocks would cost a monumental amount of iron and gold, as well as a major time investment to place all the rails down and to clear paths. Elytra would remain king, but a minecart would be much more effective. But the title says more versatility? Yep, it does. This is more like a basic change really. Mostly QOL changes. Powered rails could now function as regular rails do in terms of curving, and a slope could turn directly into another slope instead of needing another block of clearance. Stuff like that. Would this break farms? No. Reaching 15 blocks per second would take a large number of powered rails, so hopper minecarts shouldn't suffer a bit. [link] [comments] |
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