Minecraft An option to toggle the Nausea effect for the health of people with motion sickness. |
- An option to toggle the Nausea effect for the health of people with motion sickness.
- Wet Sponge keeps coral alive
- Your character background in your inventory should show the biome you're currently in
- Nylium generates fungi over time
- Different soundtrack for each biome
- Soul Fire damages your hunger and saturation, not health
- New curse enchantment for the tools, "Curse of Petrification", that would cause all mined blocks to drop as stone, while double using the durability.
- Advancement: Spatial Lockdown
- Horses so underpowered
- Make mob weapons lose durability when used, allowing players to disarm them
- Add a heat mechanic to the Smithing Table
- When destroyed with a hoe, grass and tall grass should have a higher chance of dropping seeds.
- Pickaxes should do more damage to iron golems
- Let us place dead bushes on grass and dirt
- Create a new partial line of code that allows villagers to be immune to Hero of the Village effect.
- New Structure: Villager Trading Bardge
- Hoes aren't scythes. Stop it.
- Shulker boxes should be dyable via cauldron the same way leather is, with more color variants.
- Soul Sand makes brown particles when walked/ran/jumped in by any mob
- Village graveyards
- Ore Backgrounds Should Be Inherited from surroundings
- Include the top 3 comments, including reply comments, of feedback mega threads in the TMS
- Obsidian Platforms can't spawn underground.
- [META] The Suggestion Flair links on the sidebar are outdated.
An option to toggle the Nausea effect for the health of people with motion sickness. Posted: 08 Mar 2020 06:20 AM PDT The Nausea effect can make people with motion sickness feel bad, making the game un-enjoyable for them. An option to toggle this potion effect is absolutely needed. This option should also effect the Nausea of when you go to the Nether Portal. When turning OFF the Nausea Effect, you should also be able to get the "How did We Get Here?" advancement without needing the Nausea effect (you can get 15 seconds of Nausea II by eating Pufferfish). Vote the idea on the Feedback site! https://feedback.minecraft.net/hc/en-us/community/posts/360043589872-An-option-to-toggle-nausea-is-necessary [link] [comments] |
Posted: 08 Mar 2020 08:28 AM PDT Very basic change. Any coral block, when in direct contact with wet sponge, stays alive and doesn't dry out. This feels like somethong obvious when it comes to Minecraft logic, but it simply isn't there. Edit: Cauldrons too [link] [comments] |
Your character background in your inventory should show the biome you're currently in Posted: 08 Mar 2020 07:56 AM PDT Poorly made example: https://imgur.com/5iUgE4l I think this would be a good way to give the inventory screen a bit more character than with the regular plain black background. Thoughts? [link] [comments] |
Nylium generates fungi over time Posted: 08 Mar 2020 07:28 AM PDT As of the latest snapshot 20w10a, piglins no longer give fungi via bartering, making them no longer renewable. Here's my own take on how to reimplement their renewability since many people seem to want it. As nylium is more-or-less the Nether's variation of mycelium and the fungi appear to be the Nether's variant of mushrooms, which in real life grow from mycelium, it seems reasonable to me that nylium would slowly grow fungi. They could be generated in small clusters of less than 10 fungi. Of course, crimson nylium would spawn crimson fungi, and warped nylium would spawn warped fungi. To prevent fungi from covering all available nylium blocks, the existing fungi would prevent new fungus clusters from spawning nearby. [link] [comments] |
Different soundtrack for each biome Posted: 08 Mar 2020 06:39 AM PDT It would be so great if every biome had it's own type of music. It would improve immersion of the game. Just imagine in the desert you hear typical egyptian or arabic styled music, in badlands something similiar to western. Ofcourse the original soundtrack would still be in the game, maybe in lush biomes. [link] [comments] |
Soul Fire damages your hunger and saturation, not health Posted: 08 Mar 2020 11:23 AM PDT Burning soul soil inflicts spooky damage. You'll die from it, for sure... But slowly. Frustratingly. Since we don't have mana or stamina, per se, this seems like the next best way to mimic ethereal damage to a soul. How much hunger damage do you think it should do per tick on Hard? Should (Fire) Resistance affect it? [link] [comments] |
Posted: 08 Mar 2020 04:03 AM PDT One level only, marked as treasure enchantment, exclusive with Silk Touch and Fortune. Applicable primarily to pickaxes and shovels, secondary to axes, hoes and shears. This would allow to literaly farm stone in any conditions, be it on sheep or trees or crops. At the same time it would use up tools more quickly, similar to the way you can use swords to mine sand faster, but it takes more durability than swinging at monsters. This could also solve some eq management issues for frequent miners that gather a bunch of unwanted space-wasting items, instead giving you clean, full stone eq. [link] [comments] |
Posted: 08 Mar 2020 09:44 AM PDT This would be a "challenge" advancement that you would get by getting an enderman or a shulker into a boat(edit: or minecart), which prevents them from teleporting. I have tested this, it is possible. [link] [comments] |
Posted: 08 Mar 2020 07:22 AM PDT There are so much disgusting and annoying things about horses here:
So horses are left completely out of the meta, no chance against elytra or even minecarts. The suggestion is just a little buff, whose aim is not to re enter the meta but make it a bit more atractive:
And somehow same for mules. EDIT: because lets be honest, it's not that hard tp have perfect stats in you equipment. First thing I did in my realm 1 month ago was villager breeder. Second, I drove the little ones to the iron farm. Third, to a trading hall where they fall in the middle of the room, automatically find their job and lock themselves into that possition. I have every book max lvl, unlimited emeralds and exp by trading unlimited iron with blacksmiths. I can fearless jump into the void because I know in barely an hour I can have perfect equipment again. But my horses are still far from perfect. [link] [comments] |
Make mob weapons lose durability when used, allowing players to disarm them Posted: 08 Mar 2020 12:29 PM PDT A very minor change that would allow survival builders to get more customized mobs, for things like prisons. It is very easy to implement, and in fact it already works that way for Pillagers (their crossbow breaks after 250 shots) on Java Edition [link] [comments] |
Add a heat mechanic to the Smithing Table Posted: 08 Mar 2020 09:24 AM PDT Right now, the Smithing Table is like a lot like an anvil you craft in, or a crafting table with a 1x2 crafting grid. It would be cool if it was a bit more differentiated from those crafting stations. My suggestion is to add a simple heat mechanic to the smithing table and the furnace. Netherite Scrap and Gold would have an NBT tag to indicate how hot they are. When pulling them out of a furnace, they would be "Hot", and after some amount of time ticking in an inventory, they would transition to being "Warm". After another delay they would lose the tag. The heat tag would be displayed with a tooltip and/or by making the name of the item red when Hot and orange when Warm. Then, instead of crafting gold and scrap to get netherite ingots, you would have to work them in the smithing table before they cooled. The recipes would be:
If an ingredient becomes too cold to work, you would be able to smelt it in the furnace to make it hot again. Some things I like about this idea is that it:
Edit: /u/LordKekz kindly posted this suggestion to the feedback site. It's currently pending approval but should be viewable here once it's approved: https://feedback.minecraft.net/hc/en-us/community/posts/360058341072-Add-a-heat-mechanic-to-the-Smithing-Table [link] [comments] |
When destroyed with a hoe, grass and tall grass should have a higher chance of dropping seeds. Posted: 07 Mar 2020 08:01 PM PST In line with the recent snapshots that improved hoes, lets give them a more commonly useful ability. Right now when broken with anything but shears, grass and tall grass have a 12.5% chance of dropping seeds. I propose this percentage go up with various tiers of hoes: Wooden Hoe: 18.75% Stone Hoe: 25% Iron Hoe: 50% Gold Hoe: 56.25% Diamond Hoe: 75% Netherite Hoe: 85% This would give a better reason to make hoes out of anything but stone or wood, and make a easier way to get seeds. This should also apply to leaves with the drop rates for saplings and apples scaled proportionally. However, if the hoe is enchanted with fortune there's a chance of getting golden apples. (Thanks to u/Mr_Krawumm for that idea!) [link] [comments] |
Pickaxes should do more damage to iron golems Posted: 08 Mar 2020 07:33 AM PDT The title is self explanatory, i think that pickaxes should do more damage to iron golems than a sword does, like shovels should do more damage to snow golems [link] [comments] |
Let us place dead bushes on grass and dirt Posted: 08 Mar 2020 11:18 AM PDT Why are dead bushes only capable of being placed only on sand, pozol and coarse dirt? There is NO reason for it not being able to be placed on dirt and grass blocks. [link] [comments] |
Create a new partial line of code that allows villagers to be immune to Hero of the Village effect. Posted: 08 Mar 2020 03:04 PM PDT I'm looking to build a custom made village with their own trades, in a multiplayer server. However, I know for a fact that with how expensive I plan to create these trades, players will find any way for a discount, even if trades' multipliers are equal to 0 now. I would really appreciate if Minecraft could have partial line of code that prevents these soon-to-be-created "elite" villager traders to be swindled by the heroism of players. [link] [comments] |
New Structure: Villager Trading Bardge Posted: 08 Mar 2020 12:13 PM PDT A Rare Structure that will Spawn in Oceans. It's a Multiple-Chunk Structure that Acts as a Small Floating Village. The Top Deck is surrounded by Fences (With Fence gate on One Side) and includes a Captain's Cabin and a Mast with Sail. On top, Villager Crafting Benches serve to spawn Different Professions. Below Deck, There are Beds for Sleeping and Barrels for minor loot. Villagers and Wandering Traders will spawn here. [link] [comments] |
Posted: 08 Mar 2020 09:21 AM PDT If we need scythes, then that should be it's own suggestion, or, we could just use sheers. It doesn't really matter if it "looks like a scythe". If it mattered what things looked like then I'd be putting gold ingots on bread. And hoes aren't useless any more then any other tool is useless. Hoes are used for tilling soil. They're not meant for digging in game or real life. [link] [comments] |
Shulker boxes should be dyable via cauldron the same way leather is, with more color variants. Posted: 08 Mar 2020 03:27 AM PDT Their default name when dyed should changed to "dyed shulker box" instead of specific colors, since there is achievement for renaming them with anvil on Bedrock at least. I believe this would allow for better management of the items, while at the same time be quite absorbing to obtain large buildable quantities in survival and even in creative. Think of all the possibilities tho. [link] [comments] |
Soul Sand makes brown particles when walked/ran/jumped in by any mob Posted: 08 Mar 2020 10:29 AM PDT They would look dusty and wouldn't really be noticeable unless looking at the walker's feet. Since they Nether is so dry, there's no way it could be muddy, and dust particles could help show this. [link] [comments] |
Posted: 08 Mar 2020 12:07 PM PDT they would only show up in villages with a church and would spawn zombie villages on full moons and if you dig up a grave there will be a "coffen" which would be a double chest with leather armor and a skull and random loot like emeralds and gold nuggets but if you rob a grave you will be shund by all the villages and if you steal enough you will be attacked by the golem [link] [comments] |
Ore Backgrounds Should Be Inherited from surroundings Posted: 07 Mar 2020 07:07 PM PST The background texture for ores (the stone/netherack) should be inherited from its surroundings such as andesite, diorite and possibly terracotta for gold generating in a mesa. this would fix the ugly borders that can occur when an ore generate in or around the different stone types and it would also allow for ores to be generated in different dimensions without the need for a dedicated texture. There a few things that would need to be worked out such as what block will be dropped when mined. I made a mockup what the ores could look like here: https://imgur.com/8eojeHq (the diorite ones don't look great but if this was implemented I would expect the textures to be fixed ) [link] [comments] |
Include the top 3 comments, including reply comments, of feedback mega threads in the TMS Posted: 08 Mar 2020 08:08 AM PDT Since all the posts pertaining to that topic are being redirected, I think it only makes sense to include them in the TMS. By reply comments, I mean that if a comment has 50 votes, a reply to it has 45, and the next comment has 40, then only the first 2 go to the TMS. (assuming that only comments get through, it seemed to confusing when I tried explaining it with 3 comments lol). The exact formatting is up to you, but I think it could be like this:
[link] [comments] |
Obsidian Platforms can't spawn underground. Posted: 08 Mar 2020 10:36 AM PDT The fact that this had been in the game for so many years now makes me think it's not a bug. If I'm mistaken, please correct me. Obsidian Platforms, the ones you spawn on in the End, can spawn underground, inside the End Island. This sucks because sometimes the Ender Dragon will phase through the ground and you won't be able to react because you can't see her. I suggest that they cannot generate (for the first time in a world) inside of any block excluding air. [link] [comments] |
[META] The Suggestion Flair links on the sidebar are outdated. Posted: 08 Mar 2020 11:58 AM PDT This may vary depending on if you use New Reddit or Old Reddit (I'm currently using New Reddit), but if you try to filter by flair by clicking the buttons/links on the flair widget, the results only consist of posts which use the old flairs. I'm guessing the URLs must be updated. [link] [comments] |
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