Minecraft Iron Golems should hand out roses to Bees |
- Iron Golems should hand out roses to Bees
- Spiders, Cave Spiders, Silverfish, and Endermites should be 90% immune to fall damage.
- Make controllers shake when you have caught a fish
- Throwable Dye Bottles, for when you want to re-dye a large area, but don't want to take too long!
- RedSmoke
- New Mob: Jellyfish
- There should be an enchantment that increases arrow travel speed
- Angry iron golem forgives you if you heal it with an iron ingot
- Wandering traders should interact with Villagers like Villagers do with each other
- Pillagers and Pillager Outposts should look different depending on the biome they spawn in
- Beacons ought to receive balancing since they are a grind to obtain a comparatively small reward.
- The defense you get from the protection enchantment.
- Wet Sponges go dry when touched by lava in all dimensions
- Add support for dualshock 4 controller to mcpe
- The Corrupted Dungeon and the Sword Lord
- Some sort of new (mini) boss
- Endermen shouldn't take a movement debuff from honey blocks
- Strawberries
- Bee size
- Armor/Protection enchantment Should Not Affect The Damage Caused by Drowning
- Gunpowder surrounded by strings create a fuse which can be lit.
- You should be able to waterlog blocks using the /fill command
- Add more weapons.
- Puffy Sheep - new mob for mountain biome update.
Iron Golems should hand out roses to Bees Posted: 15 Dec 2019 07:51 AM PST As the title suggests, if a bee were to get close to a golem it should hand out a rose. [link] [comments] |
Spiders, Cave Spiders, Silverfish, and Endermites should be 90% immune to fall damage. Posted: 15 Dec 2019 10:20 AM PST This would make sense because in real life, bugs/spiders are so light that they aren't affected by falling from a great height. It would also make these mobs more unique and challenging, as currently, arthropods are pretty pathetic. [link] [comments] |
Make controllers shake when you have caught a fish Posted: 14 Dec 2019 05:19 PM PST I think when you catch a fish your controller should start vibrating to let you know when to press catch [link] [comments] |
Throwable Dye Bottles, for when you want to re-dye a large area, but don't want to take too long! Posted: 15 Dec 2019 10:31 AM PST Summary This idea would add throwable bottles that would allow the player to dye small areas of wool in an instant! Just mix a dye in a brewing stand with a bottle of water, add some gunpowder, and you'll get yourself a throwable dye bottle! Specifics This item would make it easier to do a lot of things, without being that overpowered! Besides, you'll need a brewing stand to accomplish this anyways, so it's not available early-game either way. This can allow you to re-dye large bodies of sheep, in case you need a different wool for a new project. Or if you just want to switch up your carpet in your home, this is how you can do it! This is a quick idea I had, and I'm interested in your feedback, /r/minecraftsuggestions! Is this overpowered? Do you like the crafting recipe? Should it have more uses (e.g. on concrete or other dyeable blocks)? Let me know! EDIT: Link to suggestion site, vote if you would like to have this in the game [link] [comments] |
Posted: 15 Dec 2019 10:17 AM PST My idea is that if you where to put a redstone block under a campfire the smoke and fire would turn a bright red color similar to a restone torch. This smoke would have the ability to power anything ON TOP of it that it touches. This is is obviously an easy way to transmit a redstone current upwards. Tell me what you think! [link] [comments] |
Posted: 15 Dec 2019 12:23 PM PST Here is my take on Jellyfish in Minecraft. Appearance: Jellyfish vary in size, like slimes. Some are small, while others are as large as a Villager. They also come in several colors (blue, pink, purple, white, orange) and have several patterns like real-life species (stripes-like sea nettles, clover-like pattern- like moon jellies, gradients, and spots-like the spotted jelly). They also have a weak glow. Spawn: ocean biomes (except frozen) near the surface to y=45. They spawn in small groups. Behavior- they are passive, but inflict 10 seconds of poison on contact. Larger ones inflict poison II instead. They have 4-8 hearts of health. Drops: luminescent jelly. This item matches the color of the jellyfish. Craft with a stick to get jelly torches- which work underwater. Nine of the same colored jelly yields a jelly block, which is a glowing block that you can swim through, but becomes solid on land. [link] [comments] |
There should be an enchantment that increases arrow travel speed Posted: 15 Dec 2019 05:54 AM PST Maybe between 20-100% extra travel velocity, proportional to how long the bow was drawn back or just a multiplier for crossbows. This could also be attached with the power enchantment, since the higher damage would in theory be due to higher speed [link] [comments] |
Angry iron golem forgives you if you heal it with an iron ingot Posted: 15 Dec 2019 10:50 AM PST If you annoy a villager and then an iron golem will come to kill you,you can heal it if its health is lesser than 100% and after this it may forget that you attacked it or the villager. [link] [comments] |
Wandering traders should interact with Villagers like Villagers do with each other Posted: 15 Dec 2019 11:02 AM PST When they appear in villages, they should be going to different houses and trading with Villagers. It would bring the world to life a little more. [link] [comments] |
Pillagers and Pillager Outposts should look different depending on the biome they spawn in Posted: 15 Dec 2019 01:34 PM PST title is pretty straightforward for my idea. villagers/villages change, so why not Pillagers? [link] [comments] |
Beacons ought to receive balancing since they are a grind to obtain a comparatively small reward. Posted: 15 Dec 2019 11:39 AM PST Beacons are some of the hardest blocks to achieve in Minecraft, let alone a fully powered beacon. However, I think that it is a bit too hard to obtain for the benefits it offers. If you don't want to read the wall of text explaining myself, I have bolded my suggestions to look like this. This next section is a rant on how expensive and time-consuming beacons are to get in exchange for a comparably minuscule compensation. TLDR version: You need to kill a rediculous amount Wither Skeletons, acquire a rediculous amount of ore blocks, and kill the hardest mob in the game all for an unlimited potion effect in a radius. First off, before even thinking about crafting a beacon, you need at least a diamond pickaxe. This is because the crafting recipe requires ambition, and is required for nether portals to get the materials indirectly needed in crafting a beacon. Next, you need four soul sand, and 3 Wither Skulls. That should be a cakewalk, except Wither Skulls only drop them 1/40 times, and may I remind you that you need 3 of them. Statistically, you would be killing over 100 Wither Skeletons to get the skulls. The looting enchantment does help with this, making you only have to kill about 50. Next, you have to assemble the soul sand in a T shape, add the 3 Wither Skulls on top, and then fight the hardest mob in the game. After you have The Wither, the hardest mob in the game, you still have to do more. The bare minimum to activate a beacon is a combination of 9 iron, emerald, gold, or diamond blocks(81 minerals in total). For the maximum effects, you need two stacks and 36 blocks of resources. In other words, 1476 minerals! As the cherry on top, you need one more to activate the beacon's effects, because you haven't done enough already. Speaking of the effects of a beacon: The big reward you get for all your trouble is that you receive unlimited potion effects when you're in range of it. On top of that, only one of these potion effects makes people think the enormous time sink worth it: Haste. Instant mining is incredible for late-game Minecraft don't get me wrong, but considering the sheer time that it takes to complete 2 incredibly monotonous projects as well as defeat the hardest boss in the game, the beacon doesn't seem worth it. To balance this out, I suggest either sweetening the pot or allow players to more easily obtain a beacon. I am going to list some suggestions on how to make the beacon a bit fairer. I am omitting exact statistics and, instead, listing concepts. These suggestions are not in any set order, nor do I think only one should be implemented. However, all of these aim to make obtaining a beacon less time consuming, or make the beacon stronger to make the time more worth it. Increase the drop rate of Wither Skulls from Wither Skeletons. Add a new way to acquire Wither Skulls to make obtaining them less monotonous. Decrease the number of Minerals you need to power/fully power a beacon. Remove the extra cost to activate a beacon effect; this is a quality of life change. Now, these next few suggestions are a bit more far fetched and would require more effort to implement, but I think they are worth noting nevertheless. Allow the player to gain more secondary potion effects from just one beacon(more than regeneration). This addition to a beacon could be an excellent way to implement beacon powers that only have one level, such as slow falling or fire resistance. Allow beacons could also give debuffs to hostile/neutral mobs. For example, if a zombie is near the beacon, it will be inflicted with slowness. This could make beacons much more versatile, while still keeping to the theme of AOE status effects. Add a points system to beacons that will allow you to construct pyramids out of more expensive materials for less space. For example, 3 Iron blocks could be worth as much as one diamond block. The tiers of beacon effects could reflect how many points your beacon has. That is my suggestion! If you believe the process for obtaining a beacon doesn't need to be simplified, or if my ideas on how to make beacons better aren't the right direction to go, please comment and tell me why. Thank you for reading something this long. [link] [comments] |
The defense you get from the protection enchantment. Posted: 15 Dec 2019 06:07 AM PST Is visible. I would love this because its kinda difficult for me to gauge how much defense im getting from the enchantment, and this is what i think it could look like. Each level of any of the enchantments would show half an armor point, now ofcourse this isn't 100% accurate but it would give a rough idea of your defenses. The armor display would show the enchantments of the boots first, leggings second, chestplate third and helmet last, resulting in some looking like this if we assume its a fully enchanted diamond set of armor with every single type of protection, including feather falling. [link] [comments] |
Wet Sponges go dry when touched by lava in all dimensions Posted: 15 Dec 2019 07:54 AM PST The only reason they dry up in the Nether is because it's hot there. It seems dumb that Sponges wouldn't dry up just because they're next to something very hot elsewhere. Going to the Nether just to dry your Sponges is a bit annoying too. [link] [comments] |
Add support for dualshock 4 controller to mcpe Posted: 15 Dec 2019 06:52 AM PST On dualshock 4 controller,arrows work but other buttons does not. [link] [comments] |
The Corrupted Dungeon and the Sword Lord Posted: 15 Dec 2019 02:49 PM PST This is really just brainstorming for a specialized dungeon and an optional weaker boss, but I thought I should share it anyway. LAYOUT The Corrupted Dungeon is an ancient structure composed of mostly bricks and and a mossy/cracked brick variant, with cobblestone floors. It would be simple 3x3 corridors with special rooms as such: Spawner Room: Dead end room with a spawner and 1 chest. Easy and simple treasure room. Trap Hall: A section of the dungeon with tripwires and dispensers. Smithy: T-junction room with a smithing table, grindstone, lava pit, and chest with low tier loot. Storehouse: Corner room with a few hay bales and a chest of food. Cursed Library: The center room, bookshelves and wood floors with water pits. Boss arena. ENEMIES Basic dungeon enemies, zombies, skeletons, creepers, spiders, the like. BOSS Sword Lord: The dungeon miniboss (or full boss?). My whole building idea centered around him. Wears a long robe and has three glowing eyes in his hood. Has two wings made of iron swords. The source of all curses in the world. Summoned by sacrificing 15 levels of XP in a special cauldron in the library. -100 HP -Has wings made of swords, so he flies above the water pits ATTACKS -Dashes into the player at high speeds, dealing 2 hearts of damage -Dashes 1-2 times randomly around the arena -Lifts his left arm, shooting 3 fireballs at the player -Lifts his right arm, chucking a diamond sword (7 dam) at the player (This cannot be picked up) -Fires out a guardian laser from his hood LOOT Upon defeat, the Sword Lord drops XP. He also drops 2-6 iron ingots and a level 15 (higher with difficulty) enchanted weapon or armor piece. Again, this is just brainstorming a rare and special structure with a specific low tier boss. Nothing huge, just a way to make cool dungeons with more story to them. [link] [comments] |
Posted: 15 Dec 2019 02:36 PM PST This is probably a request people have been making for a while, but for the nether update, you could add a nether exclusive boss or mini boss to tackle, something like the elder guardian of the oceans. Something that spawns naturally somewhere in the nether, maybe somewhere in those nether forests that my friends have been talking about, some ideas such as the Wither Knight, which is like a bigger wither skeleton with a sword, a bow, and a shield, but also with much more health. It could have a low chance of dropping one of its weapons, which could be a better bow or sword. Maybe it could also have some sort of innovative attack pattern, something similar to sword dash, sword dash, bow shot, sword dash. [link] [comments] |
Endermen shouldn't take a movement debuff from honey blocks Posted: 15 Dec 2019 09:29 AM PST Part of the characterization of the Endermen is that they're unsettling. I think that giving them full default walk speed on honey would fit right into that. [link] [comments] |
Posted: 15 Dec 2019 01:58 AM PST Wouldn't it be nice to have a strawberry farm? I think it would be pretty good so I published this post here. Strawberries are grown by villagers. After eating a strawberry will give 3 points on the hunger bar.Strawberries are propagated in a very interesting way. When you collect strawberries from a bush, there is a 60% chance that the runner stolons, which you must plant for another bush to grow. Minecraft needs more healthy fruit like strawberry etc. In my opinion it would be really cool to have strawberries. What do you think? [link] [comments] |
Posted: 15 Dec 2019 12:31 PM PST I think that the adult bees are REALLY oversized. I think that the baby bee size should be the adult size, and the babies should maybe be half that size or should be larva instead. And the baby bees should be non aggressive. [link] [comments] |
Armor/Protection enchantment Should Not Affect The Damage Caused by Drowning Posted: 15 Dec 2019 04:08 PM PST When I was going to clear the water temple, I had nearly maxed out gear cause I farmed a lot. So when I went into the water temple I quickly realized that drowning, the reason I got the turtle helmet, was really not a problem. Yes, the turtle helmet helped, but, even if my bubbles went down to zero, I took nearly no damage at all cause of my armor. I didn't even bother to get air for a while. That takes a big part of why the water temple is hard away. So armor shouldn't affect the damage caused by drowning. [link] [comments] |
Gunpowder surrounded by strings create a fuse which can be lit. Posted: 15 Dec 2019 03:55 PM PST Fuses, lit by any form of fire, ignite any flammable block under then and detonate any TNT attached. Mostly a cosmetic/building/contraption thing to make a long chain of fire lights easily. [link] [comments] |
You should be able to waterlog blocks using the /fill command Posted: 15 Dec 2019 03:44 PM PST The /fill command is capable of using block ID values such as #waterlogged (I think that's how you spell it) so you can have waterlogged fences and the like, but I noticed that using the /fill command with water can't actually waterlog blocks. Because of this, I thought that maybe a modified version of the <keep> modifier in /fill (which makes it only fill air blocks) could be implemented so that when you perform a /fill command where you overlap water and a waterlog-compatible block (like fences) the block can become waterlogged. tl;dr - add or change a modifier so that you can waterlog preexisting blocks with /fill [link] [comments] |
Posted: 15 Dec 2019 11:25 AM PST Maybe as an alternative for swords, we can have halberds (longer range, -1 DMG) Also, spears as an alternative for Tridents (Longer range, 1 exclusive enchantment [Range {increases range}], -2 DMG) Also, maybe add magic weapons and more gems (Wood:Leaves, Stone:Lapis, Iron:emerald, Gold:Ruby, Obsidian:Diamond (Edit: The reason I want alternative weapons is bc of the crossbow [alternative to bow]) (Edit 2: Maybe add Rubies and make Lapis Lazuli more common [link] [comments] |
Puffy Sheep - new mob for mountain biome update. Posted: 15 Dec 2019 01:48 AM PST They will spawn in mountains and appear to look like basic sheeps with additional wool. Unique interactions with player: Puffy Sheep can be sheared 3 times, each shearing will drop 2-3 wool, but sheep will take damage from cold surroundings if you shear it 3 times while in cold biome. Player can negate fall damage if he land on puffy sheep if this sheep not sheared recently. Hostile mobs cant see player when he hides behind puffy sheep unless sheep sheared recently. Puffy Sheeps will take surrounding damage in hot biomes if they not sheared (overheating) [link] [comments] |
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