Minecraft Renaming a player head with an anvil sets the player whose head it is |
- Renaming a player head with an anvil sets the player whose head it is
- Target blocks should generate around Pillager Outposts.
- Naturally Spawned Pink Sheep Should be a different shade of pink
- Current animals need to be smarter, more fun with hunting.
- Mega Taiga Graveyard
- Piglin behavior idea
- Skeletons/strays and pillagers should shoot target blocks.
- Option to reset chunks on areas you haven't built on or mined
- Use the old Crying Obsidian texture for the Crying Obsidian in the 'Programmer Art' Resource Pack.
- "Throwing Away Riches" Advancement
- Growing regular trees in the Nether gives a charred wood type
- Potion of jumping fatigue
- Snow Golem Rework
- [Repost] Altars and Monster Sieges
- Tamable ducks
- Zombie pigmen should be a "hidden" mob.
- Dog sleighs/sleds. Fast, furry and fun snow travel!
- use the giant zombie entity
- Nether wart forest fire flies (plz be respectful any rude or hate comments will be deleted)
- Soul Fire torches and jack o lanterns
- Baby skeletons
- Illusioner
- Chorus Pearl
- New block, Nylium Sponge - Can be used to soak up lava in a small radius
- Nether Water: The Acids of the Nether
Renaming a player head with an anvil sets the player whose head it is Posted: 29 Feb 2020 07:36 AM PST This would be a way to get player heads in Creative without having to learn to use NBT tags, or let people on creative build servers use the heads of specific players without giving them access to commands. This could be set up to work only for players who are currently in Creative mode, or toggled with a gamerule. Edit just in case: I am not suggesting a way to get player heads outside of creative mode [link] [comments] |
Target blocks should generate around Pillager Outposts. Posted: 29 Feb 2020 09:19 AM PST Yes, indeed, a suggestion about the most ignored part of this update! And a fairly easy to implement one at that. The logic behind it is simply that pillagers would use it to practise archery. I'm undecided on the number, and I think it shouldn't have to be connected to any contraption as such, because it's function is mainly ambient. I also think it could generate in Mansions, but I feel that Outposts are overall a better fit for it. Thanks for reading! Lemme know what you think. :) [link] [comments] |
Naturally Spawned Pink Sheep Should be a different shade of pink Posted: 29 Feb 2020 12:14 PM PST Pink sheep naturally spawning is very rare. So why not make them an exclusive shade of pink that can't be achieved through pink dye and a normal sheep? It would be really cool and a small change. It would make them all the more special. Imagine. A color of sheep undyeable, you need to find it. Let me know what you guys think. [link] [comments] |
Current animals need to be smarter, more fun with hunting. Posted: 28 Feb 2020 05:47 PM PST Hunting animals in Minecraft seems so simple and boring, you just swing your sword at a pack of animals and the rest of the herd just stand there and watches! This is why we need animals to be updated in a way that makes hunting more fun and more thrilling instead of them just being mindless creatures that drop food. Ideas -(I will be using pigs for this example.). When you hit a single pig in a group of pigs, they should all be alerted and run in random directions, this will make use of actually *hunting* animals with your bow/crossbow, this mechanic can be used for cows, pigs, parrots, sheep, rabbits, turtles and especially any types of fish. Chickens however, will be the same with the exception of jumping around flapping their wings and clucking to not only look really hilarious but make it even more hard and distracting to hunt them. Horses/Mules/Donkeys on the other hand will run away in a straight line for 10 seconds and will run at whatever the specified speed they are set for (whatever that is). This is very different from present horses in Minecraft as when hit, they dont even run, they are about as slow as turtles. To prevent this from breaking every single starter farm (not auto) in minecraft, players will have to lure one of the animals in the pen out and slaughter them 12 blocks away for food to prevent provoking all the animals in the pen, 99% of auto farms should work as they are enclosed and no where to go for animals. If this is something you want in Minecraft, please tweet the mojang developers, (do not harass them.) or do something to raise awareness of this idea. https://www.reddit.com/r/Minecraft/comments/fb5cu4/current_animals_need_to_be_smarter/ Link to the same post of mine on the official Minecraft subreddit so there's a better chance of developers actually seeing it because I'm not too sure they even look here. [link] [comments] |
Posted: 29 Feb 2020 07:43 AM PST The Mega Taiga Graveyard would spawn in the Mega Taiga biome. It would be twice as rare as a village. It would contain 4 normal graves and 1 center building. Under each grave their would be a skeleton skull. Each grave would also contain a cobweb or a chest. The center Building would drop down into a pool of water inside a dungeon. Example of what a chest might contain. [link] [comments] |
Posted: 29 Feb 2020 07:36 AM PST Piglins brought to the overworld should try and seek out the nearest nether portal(s) in order to avoid zombification (unless they have {isimmunetozombification:true} of course) [link] [comments] |
Skeletons/strays and pillagers should shoot target blocks. Posted: 29 Feb 2020 10:58 AM PST If a skeleton/stray or pillager has nothing to do,(shoot players, villagers, etc) and a target block is near them, they'll randomly take a shot at it. The minimum time for shooting would be 20 seconds and maximun would be 3 4 minutes. Why? This could not only make for some interesting contraptions but also be another form of true randomisation for redstone builds. [link] [comments] |
Option to reset chunks on areas you haven't built on or mined Posted: 29 Feb 2020 10:27 AM PST If you've already explored an area such as the Nether, it might take a while to get to new chunks where updates can apply. Ancient debris can't spawn in the chunks I've already explored which makes it even harder to find, and I have to reset the Nether or part of it just to see the new biomes without going another thousand kilometers from my nether portal. This option would allow players to reset the chunks they haven't built on or mined (at their own risk) so updates that affect terrain (such as the Nether update) can take place in those chunks. Currently, I have to go edit some files or download a program to update chunks. This option would make things easier and let me see the new update in action. [link] [comments] |
Use the old Crying Obsidian texture for the Crying Obsidian in the 'Programmer Art' Resource Pack. Posted: 29 Feb 2020 01:26 PM PST I mean, the old texture for the block was designed back in Beta. We should use the old texture for the Programmer Art Resource Pack. [link] [comments] |
"Throwing Away Riches" Advancement Posted: 29 Feb 2020 09:26 AM PST |
Growing regular trees in the Nether gives a charred wood type Posted: 29 Feb 2020 09:23 AM PST The idea of this Charred wood type is two ideas that spawned in my mind from the 1.16 update. This idea would be another way to get Charcoal (1) or it would be a way to get a new wood type (2) 1. The Charcoal idea is that you can grow any overworld saplings in the nether but it doesn't grow the tree type that it was it creates an ashy wood block that when broken gives Charcoal. The burned tree would be mostly black with grey bits in its texture growing 1-4 blocks in hieght and when broken can yield 1-3 Charcoal or a broken down item that can make Charcoal. When silk touched the tree log would have near to no purpose to be used other than builds. Simply put it would be a faster fuel source to get from the nether and a way tomput more use in Charcoal. 2. The wood type would still be like the charcoal idea where you can get Charcoal but here you would get only charcoal bit pieces that can make charcoal. The wood type would look like seared wood in all if its forms with a burned look to it. The tree would grow in full and act like oak trees' in formations but they wouldn't grow leaves. The blocks made from the ash logs would be a greyish brown, with bits of black spread within it to give the ashened look. The tree itselg and its blocks would have a faster burn rate and if smelted only give the Charcoal bits, as previously mentioned, instead if Charcoal. I am typed this all on phone, so sorry if it seems a little weird in formatting, and the comment karma can't be checked on mobile so, sorry mods if I don't have enough as per that one rule. [link] [comments] |
Posted: 29 Feb 2020 11:19 AM PST This is a new potion that can be obtained by brewing a fermented spider eye into a potion of leaping. It does the opposite of it – thus decreasing maximum jump heigh and incerasing fall damage. Level 1 makes you captable of jumping 0.5 blocks and level 2 makes jumping impossible. Both also incerase your fall damage, level 2 more than level 1. I think this would especially be useful for fighting on a cliff or other high places. What do you think? [link] [comments] |
Posted: 29 Feb 2020 10:16 AM PST (oh god this is a long post, and also, reposting this cause it got removed without a mod comment or anything, for some reason) Snow golems are just a boring, useless, and cheaper version of the iron golem. Iron golems got a cool, somewhat little update in 1.15, while these bois got nothing. So, I have a rework proposal, I guess. Increasing in sizeThis is the main idea. Snow golems could be given snow blocks and increase in size, kind of like a horse increasing in size as a baby with hay blocks. Every time it increases in size, it gets +4 health, and after 5 snow blocks, it would have 20 hp (since it had 4 before) and have 2 hearts of dmg to mobs. It would slowly decrease over time and lose the snow, meaning you would have to constsntly make the size bigger, but, it could also increase its size during snow storms. Its height would be 3 blocks tall at full size, and a max size snow golem would drop 3 blocks of snow, and a pumpkin head (the other sizes would have the same damage and drops as a normal sized snow golem, kind of like with baby animals having no drops and adult animals having drops). To decrease the size, you could use a shovel, right click on it, and it would drop 1-3 snow blocks in return. MeltingSnow golems melt, or die, in the rain. I think this should be kept in the game, but, they should be able to be exposed to sunlight and still survive in snow biomes, and only die when exposed to rain, when in the nether, or when in a hot biome, like the desert or the badlands. Dying of sunlight could happen in a normal biome as well, but, they should have some time before they end up burning to death. Naturally spawningIn snow biome villages, about 2-4 should spawn, depending on the size of the village. They would be protecting the villagers from monsters, alongside iron golems. These ones could also grow in size from snow storms or from the player using snow blocks. These natural spawning golems could stay around the village, or have some kind of a mechanic that doesn't allow it to walk away, like natural iron golems. Blue Ice GolemsThis type of snow golem can be created by using a normal sized snow golem (not a giant, 3 block one), right clicking blue ice on it, and it forms a snow golem with no pumpkin head, but a thick layer of blueish ice covering it. This golem has 40 hp, due to blue ice being very strong, and 2.5 hearts of damage. It does not die in rain, either, but it still dies in warm places, like the badlands, deserts, etc. When it walks over water, it could have an effect like frost walker boots. It would drop a pumpkin when it is transformed. This was a long ass post, but I personally think snow golems need a lot of change. Thoughts? [link] [comments] |
[Repost] Altars and Monster Sieges Posted: 29 Feb 2020 04:42 AM PST Tl;dr: New Altar block. When switched on, it attracts mobs from afar to attack near its location, using more nuanced AI to do so. Encourages defensive building without forcing survival gameplay on those who don't want it. Many Minecraft players crave challenging survival gameplay, like defending their base from dangerous monster attacks. Others are content setting up a house, torches, and a bed to keep the mobs away. It can be difficult to cater to the former audience without alienating the latter. As such, player choice is the key element of this suggestion. The solution in a nutshell: I propose a new block: The Altar! It would be crafted with early game monster materials, like Rotten Flesh and Bones, so players could quickly add a perilous twist to their survival world, if they choose. Once nightfall arrives, an active (i.e. placed and switched on) Altar would attract newly spawned monsters towards it, even from afar. Under the influence of the Altar, they would become Aggressive Mobs. Similarly to Zombies besieging a Village, these Monsters would pathfind their way into chunks within the radius of the Altar, and attack players. As an added bonus, they would be twice as likely to spawn with weapons, armor and enchantments, for Zombies and Skeletons, potion effects for Spiders, and a healthy dose of supercharge for Creepers. Players would be able to turn the Altar on and off at will, so one would never have to face a Monster Siege, unwillingly. Caveats of the suggestion: Firstly, this suggestion is meant to encourage defensive building--to give purpose to otherwise aesthetic builds like castles and forts. However... monsters are really easy to build around; barring the Spider, most mobs are stopped in their tracks by a simple two-block-tall wall. Since the Altar would be entirely optional, there should be a real challenge in defending from its Monster Sieges. As such, Aggressive Mobs should have better ways of navigating player-built obstacles. I've gone through a couple ideas, but I'll detail what I think is the best one. Breaching the defenses Personally, I think the best bet is to let monsters break blocks. Not in the traditional way--but more like how Zombies can "break" doors already; if besieging monsters can't reach the player, they will knock on blocks in the way, taking more or less time depending on the sturdiness of the material (use strong blocks!). After this is done, the block will become an entity, being placed a couple blocks out of the monster's way; adjacent blocks will be temporarily weaker, allowing monsters to capitalize on a successful breach. The specifics would be up to Mojang, but even the blocks breached by monsters would never actually be broken, so you can simply put them back, once the Siege is done. This would make the Siege a proper challenge, so it should yield a proper reward. Upgrading the Altar Like a Beacon, the Altar could have its effects upgraded (I think through Monster Heads, as it is an Altar, after all. They would have a chance of dropping during Sieges.) Players could offer heads in exchange for upgrades like a higher likelihood for rare drops--possibly even powerful items exclusive to the Siege. With every offering, the monsters spawned under an active Altar would become stronger; more mobs, with higher chances of powerful armors, enchantments and more would appear to match the player's strength. This way, it could provide a challenging-but-fair progression for players from the early-game all the way to end-game. The specifics of the reward would need to be tailored such that a player who has already beaten the game has a reason to partake in Monster Sieges. There would be no point in implementing these new features if they became irrelevant past a certain point. In conclusion.. Building and defending go together like peanut butter and jelly, but Minecraft has not quite lived up to the potential of this gameplay loop. With the addition of the Altar and its Monster Sieges, player-built structures could gain new life as personal Monster-fighting strongholds--all without encroaching on others' preferred playstyle. One could risk defending their own house for quick rewards, build formidable castles to withstand the most powerful Sieges, or test their might in purpose-built colosseums. The main idea is to encourage purposeful building, so that players' builds can offer as much function as they do form. To this end, starting with a focus on combat--among Minecraft's most developed features--makes sense, to me. Of course, players who want a peaceful survival experience would never have to take part; the Altar, as well as whether it is off or on--is entirely up to the player. The specifics of this suggestion are obviously subject to change, so please do chime in with any ideas you have about Altars and Monster Sieges. Thanks for reading! :) [link] [comments] |
Posted: 29 Feb 2020 11:16 AM PST Ultimately the specifics aren't as important, but my idea for them goes as follows:
ducks are neat [link] [comments] |
Zombie pigmen should be a "hidden" mob. Posted: 29 Feb 2020 08:36 AM PST I'm sure you've all seen atleast some one complain about the new zombified piglin texture. Thing is, it doesn't really make sense to keep the original texture with how the piglins look. So, why not have it be a hidden mob. For those who don't know what I'm talking about, a hidden mob is one that doesn't spawn naturally or has a spawn egg, but can still be in the game through the /summon command, such as Illusioners or Giants. This way, survival would still make sense, but still have the option available to creative players and datapack makers. [link] [comments] |
Dog sleighs/sleds. Fast, furry and fun snow travel! Posted: 29 Feb 2020 03:01 AM PST The dog sled: Crafted with 3 wooden slabs above 3 iron bars. About the same length as a boat. Pros: • You can connect up to 10 dogs (though that's probably up to the developers at the end of day), (5 a side) with each dog increasing the pull speed by 2 blocks a second. That's fast. • Skeletons and strays will stay out of your way, not firing at you for fear of angering the dogs. It can carry up to two players, one player and one chest or one player and a mob/golem*. • For those that'd want a tad bit of personality to theirs they could also come in various woods.
Cons: • Can only go fast over blocks like ice, snow, packed ice or blue ice (different ice means different speed like boats), however would still be able to move slowly over other ground materials such as stone at about the same speed as a pig with saddle. (Different blocks will affect speed) • Dogs will swerve in an alternate direction if they come across a creeper, save yourself with a cat companion! Final thoughts: All in in all I think it would be a fun and useful mode of transport to have, especially if you don't like skeletons or strays shooting at you or want a speedy snow race with your friends! Extra ideas are welcome, your ideas are more likely to be implemented if posted on the official feedback site so do comment your idea there as well as here in order to have your say on this suggestion! [link] [comments] |
Posted: 29 Feb 2020 11:01 AM PST The giant zombie has been around for a while, so why not use it? The way i can see it is as a mini boss that spawns in a generated temple that is as rare as an ocean temple. It has 100 hearts and can 3shot you if you have no armor. [link] [comments] |
Nether wart forest fire flies (plz be respectful any rude or hate comments will be deleted) Posted: 29 Feb 2020 02:43 PM PST I had this idea since the day the nether update was announced a firefly red or blue for each forest color and its harmless but if u touch it u catch on fire (red or blue aka normal fire and new blue fire) they are passive and wont attack u and when killed drops glowstone and blue or red dye they also admit some light and it would be cool if u could catch them in a lantern or jar? Size would be smaller than a bee Can be breed with some sort of flower (since adault fireflies eat pollen and nectar) I think adding this mob would give the forest a more fantasy dreamy feel since minecraft isnt exactly realistic, while getting lost in the forests Maybe if you carry a torch they will fly to u and catch u on fire if touched? or if one is placed they will come near same with running lava and a lava bucket? spawns in a group of 3 or 4 [link] [comments] |
Soul Fire torches and jack o lanterns Posted: 29 Feb 2020 02:24 PM PST Making a jack o lantern with a soul fire torch makes the light and texture blue instead of the regular torch colour. [link] [comments] |
Posted: 29 Feb 2020 09:11 AM PST Imagine a skeleton, but it's fast and hard to hit. Maybe It isn't strong enough to draw the bow all the way back, it doesn't do much damage and is a sloppy shot, but deadly nonetheless. [link] [comments] |
Posted: 29 Feb 2020 01:41 PM PST Make the Illusioner an in game mob. Maybe a rare level raid participant? [link] [comments] |
Posted: 29 Feb 2020 01:16 PM PST Crafted with a chorus fruit and an ender pearl; this can be thrown at mobs to teleport them to a random location. Stackable up to 16 [link] [comments] |
New block, Nylium Sponge - Can be used to soak up lava in a small radius Posted: 29 Feb 2020 01:51 PM PST Nylium Sponge - Similar to the regular sponge, which soaks up water, but instead soaks up lava. Could be found in the crimson/warped forests in the nether. [link] [comments] |
Nether Water: The Acids of the Nether Posted: 29 Feb 2020 03:03 PM PST This idea adds a new liquid: Nether Water (could be a better name). This looks like green water, and it emits green particles. When a player walks into it, they get poisoned and are given slowness 1, aswell as the same speed as walking in water. Could be put in buckets. And, when placed next to crops, the crops would either and die. [link] [comments] |
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