Minecraft Totems of undying should give you water breathing when you drown |
- Totems of undying should give you water breathing when you drown
- Horses should be neutral
- Pigs give birth to 2-4 piglets at a time.
- Special ruins, Structures, and a new Dimension
- 2 block tall fire
- Expensive food
- If an Iron Golem kills an Enderman, the cleric from that village will collect the pearl.
- Update the "denied" statements on the FPS list
- Hold Your Horses!
- Actual Souls in the Soul Sand Biome (1.16)
- Charged iron golems
- Bonemeal and dirt
- New magical block to utilize gold even more effectively. Golden cauldron, might reinvigorate usage of potions.
- Villagers linking to beds
- Breaking stone walls, stairs or slabs gives you the cobblestone variants.
- Regrowth enchantment
- Poison jungle
- Curse of Heaviness enchantment for projectile weapons
- Currents and rain
- Mobs Become stronger through player Progression
- ADD FARTING ADD FARTING
- Nether Reactor returns as your Nether Respawn point.
- Iron doors shouldn’t need a support block.
Totems of undying should give you water breathing when you drown Posted: 04 Dec 2019 02:18 AM PST when you die by fire or lava the totem gives you fire resistance so when you drown you should also get water breathing [link] [comments] |
Posted: 04 Dec 2019 01:33 PM PST So they should be like llamas, they do half of a heart to a full heart of damage. If a you hit a horse in real life you will regret it so it should be similar in minecraft. Maybe they will kick? [link] [comments] |
Pigs give birth to 2-4 piglets at a time. Posted: 04 Dec 2019 03:13 AM PST |
Special ruins, Structures, and a new Dimension Posted: 04 Dec 2019 10:58 AM PST For minecraft, so far we have only a few useful structures, most being very useless or rare, so this idea relies on updating those structures and adding a few new ones. 1: The colloseum. This is a ruined arena with an armory with equipment and weapons. This area also has a huge arena in the center. With a few special touches this arena could be fit for a boss fight 2: Updated desert wells. These would be even more special than before as they are so rare. The desert wells now have a 50% chance to have a chest full of emeralds at the bottom, as they were once used as a wishing well. 3: The spike. This area is only spawned in plains biomes. Several obsidian spikes will stick out of the ground (Maybe letting out a particle effect?) , and when the biggest one is dug into, a chest that has some rare stuff will lie inside, basically a much better dungeon chest. 4: The shatter. This is a natural portal generated within 1000 blocks of spawn. This portal leads to a special small dimension known as "The shattered realm" or just "Shatter". This biome contains its own variant of cobble, and has a large village somewhere near the heart of the island. This village contains "The exalted" A special variant of the villager. The exalted trade with diamonds instead of emeralds, and they give more worthwhile trades, but the island will still come with its fair share of danger. 5: The lab. The lab is found only underground, and is a fairly rare structure. This area has multiple cauldrons and brewing stands lying around and has a chest that has a garunteed totem of undying and a new potion inside. This potion is un-named, but it gives strength 3, speed 3, and regeneration 3. After taking the potion you learn how to make it, but it requires special ingredients from "The Shatter" (See part 4) [link] [comments] |
Posted: 04 Dec 2019 08:29 AM PST If there are fires placed next to each other like a cross (+), the middle fire will turn into a 2 block tall fire. It also have a 5% chance of igniting from flint and steel, 10% from fire charges and 10% of generating singularly in the nether. Also this 2 block tall fire will only spread a normal fire and it can obviously set an entity on fire for 2 blocks tall but it can still burn at 3 blocks tall but won't set one on fire, maybe also if an entity is 1 block close, it can take fire damage but once again, won't set it on fire. [link] [comments] |
Posted: 04 Dec 2019 05:39 AM PST I don't really have many ideas but here is what I suggest. Hopefully I am using the flair correctly because I am brainstorming the idea. Minecraft should introduce high quality, top tier food, such as maybe meat and seafood, only sold by butchers, fishermen or farmers for their master trades. These food could restore a crazy amount of saturation, or give some status effect, or stick out in some way. These food can be anywhere between 2 to 20 emeralds each, and are a good end game source of food for those who have an emerald farm. In comparison, the most luxury food in minecraft regarded by most players, cost 1 emerald apiece and is very cheap to people with massive emerald farms. Minecraft lack food in this category, and I say minecraft lacks variety of food items in general. Any thoughts on what the foods can be, or on my suggestion? [link] [comments] |
If an Iron Golem kills an Enderman, the cleric from that village will collect the pearl. Posted: 04 Dec 2019 06:01 AM PST They have pearls as one of their trades, this would make sense and give more life to villages. I think villages need a lot of those small details, it could only improve stuff. [link] [comments] |
Update the "denied" statements on the FPS list Posted: 04 Dec 2019 02:10 PM PST The FPS list is not only good for keeping suggestions on this subreddit original, but it also lists features "denied" or "confirmed" by the developers of Minecraft. The "denied" footnotes are especially good things for players who are curious about why things the Minecraft community really wants aren't in the game yet, and may give a change of perspective on certain features being in Minecraft. There's just one problem; the "denied" tags aren't up to date. There are some things that have been denied by Mojang, but aren't footnoted as being denied. These are: -Combining slabs (Denied by Mojang) -Cherry, Palm, or Redwood trees (Palm Trees have been confirmed, see the 2018 Biome Vote) -Baby versions of passive mobs spawning naturally (Confirmed feature for 1.15) -Re-implement Illusioners (Confirmed at Minecon 2019; Illusioners will most likely be found in raids in the future) -Thirst Meter (Denied by Mojang; they want to work on improving the hunger system before introducing something like thirst into the game) -Separate gamerule for different types of mobGriefing, mobSpawning, etc. (Turning off individual mob spawning is a confirmed feature; listed as "announced" on the official feedback site) -Increased piston push limit (Denied by Mojang; piston push limits are there by design) -Special perks for gold tools (Confirmed at Minecon 2019- You must wear gold armor to keep piglins, a new mob in the Nether Update, from getting mad at you.) -Sleeping bags (Denied by Mojang; beds are most likely going to be unique) [link] [comments] |
Posted: 04 Dec 2019 03:37 AM PST You tamed all types of horses! [includes only normal horses] [link] [comments] |
Actual Souls in the Soul Sand Biome (1.16) Posted: 04 Dec 2019 08:50 AM PST Seeings how the nether is getting a well-deserved update, I feel like there's a lot of potential for amazing additions. One such addition would be the idea of "souls," or flying hostile beings that spawn in the soul sand biomes. Here's how they would work: Souls can spawn by the player breaking blocks of Soul Sand. This would represent the player trying to "free" the soul that is trapped in the block. Once freed, the soul will actively seek out players to attack. It would be similar to Vexes as they will be able to phase through blocks. They wouldn't deal too much damage, however they would have some characteristics that could make them a serious threat.
Souls will have an interesting way of being defeated. They can't be "killed," but they can be defeated. Once you deal enough damage to them, they will freeze in midair and hover for at most 30 seconds. During this 30 second time period, you can capture the soul using a Totem Of Undying. Simply hold the totem in your offhand to drag the soul into the totem. (if the 30 seconds expire before you do this, the soul will simply vanish into thin air) After capturing the soul, your totem will become "charged," in other words you can do more with it other than it just saving your life.
[link] [comments] |
Posted: 04 Dec 2019 01:18 PM PST A new interesting features I would want to see in Minecraft is charged iron golems. Similar to the charged creeper that has a bigger blast radius, the charged iron golem would be able to knock further and higher hostile mobs and walk slightly faster. Moreover the charge effect would not last forever it would last at most 10 minutes, also in case a charged iron golem comes in contact with any form water besides rain, the effect dissipates 50% faster [link] [comments] |
Posted: 04 Dec 2019 11:48 AM PST I posted something early but it wouldn't make sense so this is my edited post. If a grass block is surrounded by dirt blocks, you can use the bonemeal on the grass block and it will instantly spread the grass onto all nearby dirt blocks turning them into grass blocks. [link] [comments] |
Posted: 04 Dec 2019 11:07 AM PST Golden cauldrons would be crafted with regular cauldron in center and blocks of gold around it, so it will be expensive for early game, to balance out it's functionality. Same texture but with shiny golden hue, like block of gold. The basic thing new block could do would be to randomly change the potions that is poured into it. You fill it up at night, wait to the sunrise and check if potion changed it's properties. Every night the potion can change into different one, along with power and duration. The mystical powers of golden cauldron would be connected to in-game lunar cycle, since it already is a thing that affects local difficulty and mob spawning. Based upon the moon phase any potions can change into different potions (maybe grouped by phase, and with different chance of obtaining, depending on power. [link] [comments] |
Posted: 04 Dec 2019 01:22 PM PST One thing that still annoys me about villagers is how they link to beds. One idea I have in mind is that if you set your respawn point at a bed, villagers should not be able to link to it unless you break the bed and replace it. [link] [comments] |
Breaking stone walls, stairs or slabs gives you the cobblestone variants. Posted: 04 Dec 2019 09:17 AM PST This only applies to the stone block which turns to cobblestone but I think if we apply this to the stone walls, slabs and stairs it will add consistency to the game. [link] [comments] |
Posted: 04 Dec 2019 02:56 PM PST An enchantment similar to mending that work for shovels specifically. The enchantment deletes seeds from your inventory and repairs the shovel at the same time, about 5 seeds per durability point. The main point of this is to keep seeds out of your inventory when mining dirt. [link] [comments] |
Posted: 04 Dec 2019 08:07 AM PST This idea will be a regular jungle... but there's a river at the middle with poisinous water in... This is gonna work such as lava, if you touch it you'll be damaged (but not lose HP after getting up)... but you can't die... items will float on this green liquid and nearby grass blocks will look a bit greener like these are poisoned by the water... also vindicators will spawn there and throw trash there, that's why this water are poisoned... [link] [comments] |
Curse of Heaviness enchantment for projectile weapons Posted: 04 Dec 2019 05:04 AM PST Curse of Heaviness enchantment would apply to bows, crossbows and tridents. Once your weapon is loaded and you shoot, the projectile will start to fall to the ground after a short distance, well before the place it was supposed to land. Wdyt? [link] [comments] |
Posted: 04 Dec 2019 06:30 AM PST I know the ocean has already had an update, but currents could be another way to add life to it, they could just take you around, or near certain things like monuments and wrecks Rain should also be a bit more dynamic, it shouldn't just happen like a switch, it should kind of sweep over the land, so you can run from the rain, like how it is in real life, and it should also have more levels or severity, light rain, normal, heavy, and lightning [link] [comments] |
Mobs Become stronger through player Progression Posted: 04 Dec 2019 04:24 PM PST As we all know after the player beats the Enderdragon and the Wither, the player basically becomes nearly unstoppable and any challenge that the mobs previously presented is gone (with a few exceptions). Since jeb is working on a new combat system for game along with looking for ways to make the mobs more challenging, I've came up with a way to make mobs offer more of a challenge while still being beginner friendly: Having the mobs strength be linked to player's progression. Basically, when the player completes certain tasks, the mobs will become more difficult to compensate for this new goal being reached. When starting off your survival world, the mobs' AI and Abilites will be very similar to what we have currently. Afterwards, the mobs will become stronger and overall a little trickier to kill. There will be three events where, once completed, will increase the mobs strength:
Some of these improvements are listed below: ----------‐----------‐--------------------
Post Nether Portal: They have a somewhat higher likelyhood of spawning with tools Post Ender Dragon: Zombies now have a chance to resist knockback and are more likely to spawn with at least one armor piece. Post Wither: They now have a higher chance of resisting knockback and they'll spawn with at least a single piece of armor with at least one of the pieces being enchanted.
Post Nether Portal: they now have a chance to spawn with melee weapons such as sword and axes (However it's as likely as it is to find current zombies armed with tools and weapons) Post Ender Dragon: Will now duel wield weapons with their bows allowing them to swap between them depending on the player's distance. Post Wither: Will spawn with at least one piece of armor with at least one of them being enchanted.
Post Nether Portal: They'll be hostile towards you regardless of the light level. Post Ender Dragon: Before engaging the player, it will attempt to hit the player with a "web ball" that, when made contact, will apply brief slowness to the player giving both itself and other neighboring mobs a small advantage (accessible to the regular spider only at this stage, however). If it misses the player, it will become a cobweb block. Post Wither: Regular spiders will get a small speed boost while the cave spiders get the ability to shoot a web ball.
Post Nether Portal: Have a small boost in movement speed. Post Ender dragon: Slightly shorter fuse time. Post Wither: Nothing. They're tough enough as it is.
Post Nether Portal: No improvements will be given. Post Ender Dragon: They'll better utilize their teleportation during combat and will attempt to obstruct the environment to reach the player. Post Wither: Nothing. They're tough enough as it is.
Post Nether Portal: No improvements will be given Post Ender Dragon: Small and Medium sized variants will huddle around each other in an attempt to combine into a larger size with the vanilla limit being the big variant. Post Wither: Medium and Big variants will lunge forward to cover more distance when engaged in combat.
Post Ender Dragon: They'll shoot their fireballs at a more rapid rate in addition to shooting an extra fireball. Post Wither: Blazes will explode in a small fiery explosion upon death.
Post Ender Dragon: It will shoot an additional Fireball. Post Wither: Nothing. They're tough enough as it is.
Post Ender Dragon: Upon death, They'll create a small (3x3) wither gas that will linger for a few seconds and, well, inflict wither. Post Wither: The Gas will have a small increase in range (from 3x3 to 5x5). [link] [comments] |
Posted: 04 Dec 2019 04:13 PM PST |
Nether Reactor returns as your Nether Respawn point. Posted: 04 Dec 2019 04:03 PM PST You build the Nether Reactor as normal in the Nether, but the Core cannot be crafted anymore, you have a rare chance to get the core from Bartering with Piglins who may have it. Right-clicking the core in the finished structure would turn the entire structure into Glowing Obsidian, with the core turning into Crying Obsidian, and pop up a notification that your Nether Respawn point has been set. When you die in the Nether, you respawn around the Reactor. Only one reactor can be active at a time, so right-clicking the structure again would deactivate it and disable your respawn point if you wish to change points. [link] [comments] |
Iron doors shouldn’t need a support block. Posted: 04 Dec 2019 02:49 AM PST Iron doors are supposed to be super resistant. If the block under is broken it should still function normally. [link] [comments] |
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