Minecraft Biome Specific Music |
- Biome Specific Music
- When fishing in swamps, there is a small chance that the player might get a slimeball from the water.
- Multiple selectable biomes in buffet mode.
- Fishing villages
- Quicksand
- Iron Golems can become temporarily buffed when struck by lightning
- Farming a tree!
- FPS list should be rewritten so certain posts aren't deleted that shouldn't be deleted.
- Shooting a string with a crossbow should grapple you
- More world gen options
- Hay bales currently have very little use in the game. Hay bales (placed) should be able to feed and heal animals autonomously. Hay bales should also make cows, sheep, and other wheat-bred mobs occasionally go into love mode.
- Swinging with a hoe!
- New type of chest and dimension
- Curse of vengance [enchantment]
- Add weight and knockback values to armor to enhance combat
- Skis and ski poles to traverse mountain slopes and snowy biomes faster!
- Puddles
- Villagers are more likely to breed if you set the mood with music
- Food Bag
- Better weather sounds!
- Gravity blocks should stick to sticky blocks.
- Villagers should go inside when it is storming outside
- New enchantment: Energy
- Brown bears, black bears and grizzly bears
Posted: 29 Dec 2019 09:32 AM PST Okay so since Minecraft's inception it's music has been a key part of the experience for players. And while new songs have been added since then, they all follow the same classic Minecraft style, and the selection of tracks are very samey, and prevent hearing some loved songs - I haven't heard Sweden in game for months. I'd like to suggest that different biomes have a different selection of tracks which can play - we've already got this to a degree, with the seperate Nether and End tracks, but not in the overworld, where you spend most of your time. For example, when your in the desert, maybe you could leave some of the classic tracks avaliable to play, but also have 1 or 2 western of ancient eygptian style tracks, to spice things up a little. Of course, you'd make sure the current tracks have a place to play - I'd say plains, and forest would be the option for that, but variety is the spice of life and music important. [link] [comments] |
Posted: 28 Dec 2019 07:43 PM PST When you think about swamps, you think about slimy water so why not have a small chance of catching slimeballs during fishing in swamp biomes? In a world where boots, bones and entire books can be fished out of the water, catching slimeballs in swamps is not out of place. The chance to get slimeballs from fishing should be low enough that slime farms would not be obsolete but still should be something to see a some of in your inventory after a fishing session. [link] [comments] |
Multiple selectable biomes in buffet mode. Posted: 29 Dec 2019 12:40 PM PST It seems like something that should be added already, there's been a lot of occasions where I want to make a world with only a couple biomes but I'm limited to one. [link] [comments] |
Posted: 29 Dec 2019 08:04 AM PST Similar to real life stilt villages, fishing villages would use fence blocks as stilts. As the village is on the water, villages would wear a blue, nautical outfit and fishermen would outnumber farmers. Which brings me to my next point. Fisherman can be seen using their rods on boats and the edge of the distinguishing structure of these villages, the pier. Piers are a dock-like structure that connects the village to the open ocean. A few boats would be generated there, and the villagers would be able to drive them. Trades would be more ocean-based (scutes, fish, etc) The appearance would be based on the ocean biome nearest to it. Warm/ lukewarm ocean-hay and jungle wood for that "tropical" look Ocean: Oak wood, seaweed blocks, and sandstone Cold ocean: spruce wood and cobblestone. These do not generate in frozen oceans A conduit would generate in the center of the village to repel drowned. This would substitute for iron golems, which sink. These villages generated near beaches in shallow water [link] [comments] |
Posted: 29 Dec 2019 01:13 PM PST It would be a block with the sand texture but slightly darker. Naturally, quicksand spawns in deserts. Mesa biomes have orange quicksand. Quicksand and orange quicksand can be crafted by putting one water bucket under the corresponding sandblock. Standing on quicksand will cause the player to sink in. Trying to swim out will have the normal swimming animation, but the speed is about as slow as if you were stuck in Cobwebs. It would be suitable for traps. Edit: it will not only spawn in Deserts and Badlands, but also in Jungles and Swamps. However, Idk if the soft sand in deserts and badlands would be really quicksand or jus soft sand, but let's see what you guys write about that aspect. And I forgot to write that you'll suffocate if your head gets stuck in it for too long. [link] [comments] |
Iron Golems can become temporarily buffed when struck by lightning Posted: 28 Dec 2019 08:56 PM PST |
Posted: 29 Dec 2019 01:02 PM PST it would be very nice to have the ability to farm apples, for example to farm a single apple from an oak tree, you need to fertile it by right clicking on the dirt block the tree trunk is placed on, and then the tree will start producing all types of fruits in it's leaves, and you will have to right click the leaves with the content to make it drop fruits. [link] [comments] |
FPS list should be rewritten so certain posts aren't deleted that shouldn't be deleted. Posted: 29 Dec 2019 01:42 PM PST Posts are being taken down left and right because the OP has failed to read through and memorize the FPS list, which is made up of an insane amount of suggestions, some of which aren't frequently suggested. Sure, it's good to have common posts like Charcoal Blocks and Honey Pistons filtered out of the subreddit, but others aren't reasonable. My recent post (that I put a lot of effort into typing out) was just removed for being on the FPS list because "thick and mundane potions aren't supposed to be used as a base potion in the game". Just because it's not meant to be a base doesn't mean a) it is frequently posted about, and b) that Mojang won't change it. After all, we're supposed to make suggestions here that change the game. [link] [comments] |
Shooting a string with a crossbow should grapple you Posted: 29 Dec 2019 09:08 AM PST Very easy : If you're aiming at a block, and shoot a string, then right click again, you'll be grapple in the direction where the grapple landed If you're aiming at an item, you'll grapple the item to you What do you think about the concept ? It could add some extra uses to the crossbow [link] [comments] |
Posted: 29 Dec 2019 12:36 PM PST I have some ideas for world options when generating the world 1: Spawning in a village When I, and many others start a new world, before building a house, usually want to find a village first. Finding a village may be quick, or take hours depending on you're luck. And option to spawn in the center of one could be a good feature to start with. 2: Choosing which biome you spawn in Sometimes you will spawn in a horrible place. A lone island, a desert with no food in sight, or maybe you would just prefer to spawn somewhere you normally cant find. [link] [comments] |
Posted: 28 Dec 2019 09:50 PM PST Right now we can use hay bales to feed horses, breed llamas, and negate fall damage. Why not expand these uses and use them to feed other animals? Also make animals able to eat hay bales when physically placed. If animals are injured and eat from a hay bale, they regain health. They can be fed a hay bale in the players hand to accomplish the same task. They may also eat them occasionally for no reason. (similar to how sheep still graze on grass even when they have wool) Visually it could look similar to snow. As animals eat it, the height of the block decreases until it is eventually 0. In addition to regaining health, hay bales should occasionally allow wheat-bred full-health animals to enter love mode. it would have to be rare to prevent overpopulation (maybe 25% chance per hay eaten? remember 2 would have to enter love mode at roughly the same time) it would be incredibly inefficient, but it would allow for fully automatic animal farms. [link] [comments] |
Posted: 29 Dec 2019 01:10 PM PST It would be cool to have new abilities on a hoe, as a sword, when its charged it will do a slash, hitting multiple targets at the same time, about a hoe, it would have this ability too, it works for entities but it'll work efficiently on crops. [link] [comments] |
New type of chest and dimension Posted: 29 Dec 2019 08:46 AM PST TL;DR: a pokeball that you can enter Introduce a new type of chest called the portal chest. The portal chest is not actually a chest,it is a portal that lead you to a storage dimension. Unlike other dimension like the storage dimension is a 9x9x9 bedrock room. It look something like this: https://imgur.com/a/tGqUNRM The portal chest is used to transport mobs (pets,monsters,villager) in a long distance: https://imgur.com/a/MeeyMWW There is a rule in the storage dimension that you can't place any decorative block (you can still place any kind of building block: https://imgur.com/a/92agaSe ) to prevent player from place chest and create a portable storage room, and also prevent player from summoning the Wither Mobs and players can enter and exit the dimension when it open(except boss mob). Once the chest is closed, all mobs and players will be trapped inside until it is open [link] [comments] |
Curse of vengance [enchantment] Posted: 29 Dec 2019 04:29 AM PST Armour curse. If you have an armour piece with this curse equiped and you die, you will explode and deal 6 hearts of damage, but the armour piece will lose 50% of it's full possible durability, all other armour pieces equiped will lose 25% of their maximum durability, and your items you had in mainhand and offhand will lose 8% of their max durability. [link] [comments] |
Add weight and knockback values to armor to enhance combat Posted: 29 Dec 2019 01:38 AM PST When most people play Minecraft, the only armor they ever wear is iron, and then diamond. Introducing different weight and knockback values would differentiate the various armor sets more and hopefully encourage players to use leather, gold, and chainmail more often. How it works: Heavier armor (like iron, gold) would slow down the player by X% but also reduce knockback when taking damage by X% which gives the wearer a distinct combat advantage. Lighter armor (leather, chainmail, diamond) would not slow down the player as much, but would grant less knockback resistance. Armor from lightest to heaviest: I'm not sure exactly what the stats would be, maybe 10% for iron armor? The only way to find out what works best would be to test it. Hopefully this would get players to use the less popular armor types. You could even mix and match different types to get the specific stats you prefer. Also chainmail armor could be crafted with the smithing table. What do you think? [link] [comments] |
Skis and ski poles to traverse mountain slopes and snowy biomes faster! Posted: 29 Dec 2019 07:45 AM PST These skiis would be crafted with planks and iron, you put the skiis on your feet armour slot, while the ski pole you put in your main hand, or your off hand. The ski pole is made of sticks and an iron nugget. The idea is that while on snow you travel a bit faster than usual, but if you travel down from a slope like a hill you'll keep the momentum and extra speed from it for a while until you brake or turn harshly. Another thing this would do would be to climb 1 block high blocks like horses do IF it is snow on the block. What this would do would be to allow an alternative form of travel, this could be used together with gigantic slopes and mountains to travel super far in snowy biomes and mountains. It could also be used just as a means of exploring snow biomes a bit easier and faster. [link] [comments] |
Posted: 29 Dec 2019 03:26 AM PST They are formed after rainfall, and appear as very flat pools of water (when you empty water and something goes weird and there is just a flat non-spreading 1 block wide pool of water that is 0 blocks high, and these also gradually dry up as time goes on. The hotter the biome, the faster they dry up. [link] [comments] |
Villagers are more likely to breed if you set the mood with music Posted: 28 Dec 2019 09:26 PM PST First off I think it would be hilarious, but secondly it gives a purpose for jukeboxes. Perhaps different villagers have different tastes and you need to find out what they like, otherwise it might RUIN the mood and make breeding impossible [link] [comments] |
Posted: 29 Dec 2019 04:01 PM PST The Food Bag is a item that can be crafted with leather in a bucket shape and string in the middle. When used, it will take a random food item out of your inventory and put it in it's slot. Once you finish, it goes back to the slot it was in. [link] [comments] |
Posted: 29 Dec 2019 03:16 PM PST As I'm sure you're familiar with, Minecraft's rain sounds are infamous to say the least. Most people don't like it very much. If you don't know what it sounds like, here's a link. Many people dislike it primarily for its harsh volume and its downpour feel. Thunder is also well known for its extreme volume, and many people dislike it as well. I would suggest the rain get a more mellow sound effect, and thunder be much quieter, or at least sound distant the further away you are from it. One game that has really nice rain effects is Stardew Valley, and you can find its sound here. [link] [comments] |
Gravity blocks should stick to sticky blocks. Posted: 28 Dec 2019 07:39 PM PST I couldn't find it on the frequent suggestions list, so sorry if it's there. Gravity blocks, if touching a sticky block (honey and slime) with their sides or top should not be affected by gravity, This would allow for sand, gravel, and concrete powder to be used for ceiling designs or for flying objects without needing to have string placed underneath. [link] [comments] |
Villagers should go inside when it is storming outside Posted: 29 Dec 2019 03:22 AM PST Because humans irl do this. And why not in Minecraft, villagers go inside their homes during thunderstorms? Also, maybe the villager kids splash in water blocks in normal rainy weather? If a villager hears thunder, it should jump and have a "spooked" look on its face and be unable to trade until the storm is over. Iron Golems will be unaffected by lightning damage. If a villager hears thunder it should jump awake when asleep. [link] [comments] |
Posted: 29 Dec 2019 04:16 AM PST This enchantment will allow swords to shoot energy projectiles to opponents who is out of reach of melee damage. Only 1 level - deals 1 heart of damage that ignores armor, but cannot deal knockback to avoid being overpowered. The energy ball emits the light level of 7 (half of a torch) and travels for a maximum of 10 blocks before disappearing. Compatible with every sword enchantment, and of course not affected by the knockback enchantment. [link] [comments] |
Brown bears, black bears and grizzly bears Posted: 28 Dec 2019 07:03 PM PST Like Pandas, there should be a Taiga/Plains bear equivalent, known as a brown bear. The brown bear is neutral, but when attacked, it's eyes go red, and it will chase you for 40 to 80 blocks before tiring out. The bear deals lots of damage (4.5 hearts) with its paws, and can also lunge occasionally at the player if attacked. Feeding the bear cod/salmon/sweet berries will tame it and then you can ride it. Bears do not need a saddle to be controlled, and can be ridden by any entity, like skeletons, zombies, etc. The bear can jump a little, but not as high as a horse, and it can run, but a slower than a horse at max speed. Bears are great for traveling up hills. Bears can be leashed. Bears will stand on their hind legs when the player orders them to/if approached, unless in their feeding state. It is possible to hug them when they are standing up, but this requires you to be holding nothing. This does nothing, and is meant to look cute. Has a chance of doing 1 heart of damage (low) because of claws. Grizzly bears are identical, but much larger and are always hostile, and are a darker shade of brown. If you step within 20 blocks of themselves, they will attempt to lunge and "pin" the player down and attack more fiercely, and are a big threat. It is recommended to use iron armour and a bow and arrows to hunt these down. Killing a bear will drop 2 leather and 2 bear meat, which restores the same as beef does to hunger when cooked. Bears do spawn in Plains, but less frequently than Taiga biomes. Bears also love water blocks, but will evade lava blocks and also fire blocks. Brown bears are omnivorous in diet. Black bears are the same as brown bears, but black, and spawn only at night. This is to make it harder to see them at night, similar to Endermen. Bears hate hot biomes, and if one is brought into the Nether, it will take damage from heat stress and die. The same happens in the Overworld, but only in deserts when the light level is above that of 10. (They will not catch fire). [link] [comments] |
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