Minecraft Every mob should be like the Fox and the Bee. |
- Every mob should be like the Fox and the Bee.
- Actor block
- Cloud color predicting rain
- Strongholds need a new mob: The Golden Golem
- The Endergrowths: An End Biome concept that would make The End worth visiting more often
- Skeletons should leave bone piles after death on medium and hard difficulty.
- There should be a brewing guide that unlocks when you enter a witch hut
- Upgraded Boats
- Colored Glass + Lantern = Christmas Lights
- Tamed wolves come to you after ringing a bell
- Bees should increase the drop rate of apples in nearby oak trees.
- Different types of clouds
- New generated structure:"Wither Lake"
- More nether brick colors- orange, yellow, light gray
- Suggestion: Please Add Option To Remove AFK Kicking
- When one creeper explodes, it should make the other creepers next to them explode too, just like TNT.
- Leaves should turn slightly more desaturated the more they decay.
- Soggy Sheep
- Rework leather dyeubg recipe so that it makes sense
- Hardened Glass in Java and Bedrock Edition
- Icicles should spawn in cold biomes under blocks with water above them, as if the particle effect that normally appears has frozen.
- Durability Interface!!
- The scluptors table
- Piglins killed by Wither Skeletons/wither poisoning should be turned into Zombified Piglins
Every mob should be like the Fox and the Bee. Posted: 16 Dec 2019 05:12 AM PST Foxes, they are useless, alright. But ! They sleep under trees, scream at night, and when they see a player, they run. Bees, they are meh usefull, But ! They get in their nests at night, pollinise flowers even if you're not here, and attack mobs that attack the player. Only two mobs, only TWO MOBS feel alive in this ENTIRE GAME, i want to get the feeling that "oh yeah, somewhere in my world there is a fox that is sleeping, or there is a group of bees attacking a skeleton that accidentaly shooted them". See ? I want the world to feel alive, so i have some propositions here : - Every passive mobs, like cows, pigs, sheeps, and all, should search for a cave at night (or during rain and storms), and sleep on it. - Pigs should swim in water, and turn around like if they were dancing or rolling. - When you attack one sheep, the entire group runs away. - Polar bears should go hunt for fishs. You can have a lot of ideas like this, if you search enough, this is a small update that doesn't a lot of time, and it's fricking AWESOME. [link] [comments] |
Posted: 16 Dec 2019 12:39 PM PST A block that when a redstone signal is applied, will "right click" on the block it is facing, if there is an item in its one inventory slot, it will try to use it on that (hoe on dirt or plant seeds.) This could also be added functionality to the dispenser instead Uses: villager free crop farm; adjust repeater timings; switch comparators to subtract mode; automatically strip logs; plant saplings; automatically fish, and much more! [link] [comments] |
Posted: 16 Dec 2019 10:10 AM PST Uhm...yeah! Wouldn't it be just a nice change, if a darker cloud color would indicate rain? Just a detail... [link] [comments] |
Strongholds need a new mob: The Golden Golem Posted: 16 Dec 2019 02:04 PM PST Basically, I feel as though Strongholds are not interesting enough to be the "final" dungeon of the game that players have to get through to access the end. In addition to being monochrome, the only things they have to present challenge to players are confusing layouts, regular mobs you can find at night on your first day in a world, some infested blocks near the End Portal, and one single Silverfish spawner. For a player prepared to do battle with the Ender Dragon, this is not really an interesting challenge. So, I would like to propose a unique new mob be added to the Stronghold: the Golden Golem. My idea for the functionality of the Golden Golem is this. It is a smaller (2 block tall) recolored version of the Iron Golem, with slightly less health and attack power. Unlike the Iron Golem, however, they naturally hostile to the player, and are completely immune to damage until certain conditions have been met. They are still slow, and are therefore easy to avoid, but if you get trapped by one, or just get a little too close, you're going to have a large portion of your health bar shaved off. They also have the capability to open Iron Doors, so they can't easily be trapped within a room. They will be a rare mob, but will be guaranteed spawns in important places such as libraries, prisons, and maybe even the End Portal room. However, once the End Portal has been activated, all the Golden Golems in the Stronghold will lose their invincibility and their hostility to the player. Basically, this mob will function to force players to be extremely cautious as they traverse the Stronghold, as there are several slow, unstoppable Terminator-like creatures hunting them down, but once they've actually completed the Stronghold's primary objective, they no longer have to worry about these terrifying golems. Extra ideas: -If a Golden Golem goes beyond the chunks in which a Stronghold lies, it will deactivate, losing both its invincibility and its ability to move or attack, and will probably slump over and get a duller color scheme. -A Golden Golem can be created like an Iron Golem, but will spawn deactivated. -When a naturally-spawned Golden Golem (not player-made) is killed by a player (which can only be done after completing a Stronghold), it will drop an item that lets players craft a special redstone-powered charging station, perhaps similar to a Tesla Coil. When placed, this can allow Golden Golems to be active in the chunks surrounding it even if they're not near a Stronghold. -Golden Golems spawned by a Stronghold cannot be pacified by this charging station, but they will remain passive if they spawned from a completed Stronghold, and will be passive if created by a player. -It might not be a bad idea to make blocks throughout the Stronghold infested, instead of just the ones by the End Portal room. This would make avoiding Golden Golems by digging tunnels through walls which they can't pass through a dangerous option, as the player would likely be swarmed by Silverfish. (Also, the infested blocks being destroyed as Silverfish spawn from them might even open up enough room for a Golden Golem to reach the player in their tunnel.) -This mob being a gold version of the Iron Golem isn't in any way necessary. It doesn't even have to be a golem. I just figured it makes sense to be a variant of the most powerful non-boss mob in the game, which also happens to be artificial and designed to protect structures. Another name that might work could be Sentry. [link] [comments] |
The Endergrowths: An End Biome concept that would make The End worth visiting more often Posted: 16 Dec 2019 06:07 AM PST This Imgur post explains everything much better with pictures of what the biome would look like. Once you've slain the dragon and left the centre island, The End doesn't have much to offer besides endless chorus fruit and the occasional end city or exit gateway. To make this dimension worth visiting and setting up a base in, it needs variety, resources to gather, and more unique characteristics in the environment. The Nether is about to get this treatment but The End has so much unlocked potential due to how alien it already is. This is what motivated me to design a potential new biome to showcase what could be in the future. I refer to it as the Endergrowths and it would generate on about 20% of the floating islands. Here it is: https://imgur.com/a/2tA2T4K What I tried to do in this Biome concept was create a reason to visit and new mechanics that would create new farms and such. The way that the new Pom Trees grow is probably the best example of this. The saplings can be grown only on the new spore block that cover the island, which can only spread in The End, making it the best place to set up a Pom Tree Farm. The saplings also require attention from an Endermite to grow, so I introduced Endermite Colonies that can adventure across the island to find saplings and grow them, however, Endermites are hostile to the player so the player can temporarily neutralise them using the new ground flower. But what happens if your Endermite Colony all die out? Well the player can hunt fly swarms (that are also pests to Chorus Fruit) and feed the dead flies to Endermite Colony Nests in order to feed them enough to grow a new Endermite. Non-renewable resources can force the player to explore, such as the new Obsidian Shards I suggest, and the Underroot which are hard to gather due to how they grow, but they also replace blaze rods in the end rod crafting recipe, meaning the player will want them none the less. What do you think? If The End was to be updated I think these would all be decent suggestions, but it wouldn't be the only biome and the only new features. [link] [comments] |
Skeletons should leave bone piles after death on medium and hard difficulty. Posted: 15 Dec 2019 07:09 PM PST 15% on medium, 35% on hard Bone pile - 5 hp entity that looks like skull and some bones. If entity stays alive for 6 seconds, it will make rumbling noise and respawn killed skeleton with 50% hp and all armor and weapons this skeleton had. Spawned bone pile will drop items instead of killed Skeleton [link] [comments] |
There should be a brewing guide that unlocks when you enter a witch hut Posted: 16 Dec 2019 01:14 PM PST I think the crafting guide was a good idea for new players or to ease the introduction of new items. I think something similar should be introduced for potion brewing, and to make things more interesting (and keep them from being too easy too fast) as well as give witch huts a reason to exist, it should be a feature that you unlock by tracking down a witch's hut and "taking" the recipe book [link] [comments] |
Posted: 16 Dec 2019 03:15 PM PST Perhaps an iron boat or larger water vessel that runs on fuel. It would be harder to be destroyed by drowned with tridents or ocean guardians. [link] [comments] |
Colored Glass + Lantern = Christmas Lights Posted: 16 Dec 2019 01:46 PM PST |
Tamed wolves come to you after ringing a bell Posted: 16 Dec 2019 11:42 AM PST It'll function only if the bell is not far away from them,otherwise it'll not. [link] [comments] |
Bees should increase the drop rate of apples in nearby oak trees. Posted: 16 Dec 2019 01:57 AM PST Bees help grow crops, so It makes sense that they would also help grow apples. This would make it easier to farm apples, and it gives bees more use. How it would work: If a pollinated bee flies over a oak tree, it increases the chance of nearby leaves to drop apples when broken. [link] [comments] |
Posted: 16 Dec 2019 12:10 PM PST Got idea from another recent post about dark rain clouds Regular clouds can be same texture but instead of flat they are a little puffy (not much) Rain clouds are a little darker and bigger, instead of flat clouds they are bigger in height in a cloud shape, bigger that regular clouds Storm clouds are very dark and much bigger and can spread across most the visible sky from your location [link] [comments] |
New generated structure:"Wither Lake" Posted: 16 Dec 2019 11:52 AM PST Since the nether update will be coming out in 2020 ,I was thinking why not to have wither lakes, Now wither lakes will rarely generate in nether dimension similar to lava pools generation in overworld. This lakes will contains a new type of liquid blocks which is called "wither liquid",this block is a dark liquid that behave similar to lava and if you swim on it you'll start losing 1 heart each 0.75s and you'' after you leave it you'll get wither effect for 10s. [link] [comments] |
More nether brick colors- orange, yellow, light gray Posted: 16 Dec 2019 02:00 PM PST The red nether bricks are a cool block, but they seem a little out of place. I think they should add more colors. Each one would be crafted out of an 2 organic nether materials and 2 nether bricks just like red nether bricks. The organic materials would be: Red- nether wart Orange- magma cream Yellow- blaze rod Light gray- ghast tear Each block would have a darker tint, just like the nether bricks already in the game. These blocks would fit well with a lot of the blocks already in the game and would improve the community's vanilla builds [link] [comments] |
Suggestion: Please Add Option To Remove AFK Kicking Posted: 16 Dec 2019 01:57 PM PST Why We Need To AFK In Realm This is a major issue that is seriously making me considering buying a third party server even if it's more expensive and unstable. Please add an option to turn off AFK kicking. AFK (away from keyboard) is a very important feature in a Minecraft survival world because of all the farms we can build in Minecraft. For example, I want to build cool, massive builds in survival but I do not have time for farming materials for hours. So AFK farms are a major part of my realm. When I was in a third party server I always like to AFK and work on my homework and collect large amount of irons afterward and go straight to building. But now that I transitioned to realm I can no longer do that. I only have one computer, and now that I'm in realm I have to either not touch my computer to afk, or work on my homework and not be able to afk. Before I could just leave my characters be and everything is fine. But with afk kicking, I have to tape down my mouse and constantly flipping levers to prevent me from getting kicked. In addition, (this is less serious). In realm some people like to prank afk people. This is a very fun thing to do and make everyone laugh. But because we get kick in around 15 minutes, no one will be able to stay online (some will just leave when they are not playing). First, it makes the server seems less lively which discourage players from continue to stay and play. Second, most prank will fail because the afking player will get kick before the prank is even finished. This is a serious problem and I see other posts that are saying they want to just switch to a third-party server instead. I really want realm to do better, that's why I'm still supporting realm. But seriously, for my type of survival player that builds a ton of industrial afk farms, and for building a better realm community, not able to afk is really a huge issue and is a big feature that is missing in the current realm. [link] [comments] |
Posted: 16 Dec 2019 06:38 AM PST When you have a bunch of TNT placed together, they will make eachother explode when you ignite them. What if creepers did the same thing? I had that one creeper anatomy shirt, and it shows there is a small TNT block inside them. So it would make alot of sense for creepers to do them. What do you think? [link] [comments] |
Leaves should turn slightly more desaturated the more they decay. Posted: 16 Dec 2019 01:57 PM PST This would not only be a great aesthetic feature, but it would be an easy way to tell if a tree is decaying or not. (Kind of related to this, I believe that leaves should decay at least 2x faster. Having leaves floating everywhere just looks ugly.) [link] [comments] |
Posted: 16 Dec 2019 05:47 AM PST This suggestion wouldn't really change much of gameplay, but it would add that little touch of realism I think that Minecraft needs sometimes. Similar to the way dogs are wet when they come out of water, and have to shake themselves off due to it, I feel that sheep should also become wet when they enter water or when it rains. The wool would visibly darken and the soggy sheep would be slowed down slightly, due to the wool being heavier. An extension to this would be to make sheeps actively try to avoid water, getting under trees when it rains and only going in a river when they are pushed or lead in with wheat. [link] [comments] |
Rework leather dyeubg recipe so that it makes sense Posted: 16 Dec 2019 09:27 AM PST Currently the leather dyeing recipe is based on additive color mixing which best describes what happens when different colors of light are mixed. However this is not how dyes work. Dyes selectively absorb light and what you see is best described by the subtractive color mixing model. The current system also gives you different colored armor depending on the order you combine dyes. As an example, if you combine red and white dye with leather armor you get a different color than you do if you used pink despite pink being crafted from red and white. Something similar happens with lime and yellow + green dyes. So what are the consequence of this change? Well for one, instead of mixing blue and yellow dyes with leather armor to get a tan-ish piece of armor, the new system would give a green set of armor when blue and yellow dyes are mixed with leather armor. The new system would also be balanced such that it wouldn't matter whether you used red + white + leather or pink + leather. And the system would be more intuitive as exemplified by the blue + yellow dyeing example. [link] [comments] |
Hardened Glass in Java and Bedrock Edition Posted: 16 Dec 2019 03:08 PM PST (Part of a planned series of posts about implementing Education Edition features into normal Java/Bedrock Edition Minecraft, insert link to main post here when done.) Yes, I am aware HelenAngel shot down implementing Education Edition exclusive features a while ago, but since I cannot seem to find where she did that (or the specifics of why the ideas were shot down), I am making these concepts in a way that does not include the Chemistry blocks because that could likely be why said ideas were rejected. Hardened Glass would look and act the same as it does in Education Edition, where it is an upgraded version of glass with slightly different aesthetics and greater blast resistance (Specifically, it has a Blast Resistance of 45, which is the same as End Stone). In order to ensure it is balanced out properly, I believe it should be gated to slightly later in the game than regular glass, but once it can be obtained, it should be easy to acquire. Therefore, I think it should be craftable using one blaze powder, and eight glass blocks, to generate eight hardened glass blocks. This resembles the IRL process of Tempering, where a material is heated up and partially melted so that when it cools down, it becomes stronger. [link] [comments] |
Posted: 16 Dec 2019 03:19 AM PST If a block in a cold biome is dripping water particles, there should be a chance for icicles to spawn under that block. The rate would be less than or equal to the rate that water blocks freeze. [link] [comments] |
Posted: 16 Dec 2019 09:11 AM PST Maybe right in the edge of the screen outside of the inventory you can see an equipped armor/items sprite and their durability bar when it takes damage, will work on all items that don't show in the inventory bar already with durability that takes damage. This will very much help with combat, and overall ease of gameplay, it will let you know whether or not one piece of your armor broke, and such. [link] [comments] |
Posted: 16 Dec 2019 01:17 PM PST Carving the stones into gorgeous forms, creating eternal art for history or decorating a palace for a king to witness the wonders made by your own hand, becoming a scluptor is the highest end of the stonemasons profession. The scluptors table is a multitool designed to create multitudes of different stone blocks. The block itself is a table with 3 thick wooden legs reinforced with iron. Craftable with 3 wood blocks, 1 iron block, 2 iron ignot, 1 crafting table and 2 sticks. The table comes with 3 different carving chisels all craftable from the table itself. An Iron Chisel for the basic, a Gold Chisel for the precise and a Diamond Chisel for the special works. Clicking on the table gives you the regular crafting table interface technically with some additions. It has a main area where you craft the tools or place the materials, its 1 slot wide and 3 slot high and a result slot. You also have a design part with 2 slots where you can put in coal and paper to generate a design to use next time when you craft. Also for the basic works you have the same interface as the stone cutter. All slots except the design, can hold 64 items. For chisels you need 2 iron ignots for the base and either 1 iron ignot, 1 gold ignot or 1 diamond for the end. After you have the tools you need the materials. The system lets you use all kinds of stones and even some of the special ones. With the Iron Chisel just like the stone cutter it lets you turn stones into their current recipes but also the design creator lets you copy the individual style of one stone material into another one for example you could create sandstone with the motives of the regular stone blocks. The whole process works outside the block, you put in the design, get your chisel out and start hitting the stone and after a while (the same speed as working with an iron pickaxe) you get the item you wanted. After this is done the whole thing can be automatised now as the interface updates to your new knowledge. With the Gold Chisel you can make actual scluptures, you put in the blocks and like the paintings it generates a random sculpture upon finish. If you created a design you can reapply it any time to get more of the same scluptures. The Diamond Chisel is for working with special materials, magma rocks, obsidian, glass. You can do the effectively the same as with iron and gold chisels but on harder materials. Once you learned a design you no longer need the scluptors table but only your chisels to create art. Any place with suitable materials could be sculpted, you pick out your tool, press the interact button to choose a design you learned and start carving whatever your hearth wants into whole mountains! [link] [comments] |
Piglins killed by Wither Skeletons/wither poisoning should be turned into Zombified Piglins Posted: 16 Dec 2019 02:29 AM PST So far we know that wither skeletons and piglins are going to attack eachother on sight. It would make sense if their hatred was due to the wither skeletons turning piglins into zombies. [link] [comments] |
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