Minecraft Sitting tamed wolves start wagging their tail when their owner approaches |
- Sitting tamed wolves start wagging their tail when their owner approaches
- You should be able to hear air rushing by when you're falling at high velocities
- Hoes with fortune should work on crops.
- “Headless”
- Crying obsidian decorating the obsidian pillars in the End
- A Unique Way to Add More Weapon & Armor Designs and Types
- Around the map
- Two New Birds
- This subreddit epitomises why minecraft is so popular
- Flying Lock for Creative
- Soul torches should prevent nether mobs from spawning.
- Squids.
- Chain whip!
- You should be able to shear striders
- Broken down cabins
- Vertical Signs
- Unsaddling Striders
- Little Icon If Inventory Is Full/Close To Full
- End weather
- How to bring back the old first night process: you should not be able to sleep on the first night.
- "For The Record..." Advancement for getting a music disc from a creeper
- Snow Golems do damage
- Nether achievement
Sitting tamed wolves start wagging their tail when their owner approaches Posted: 27 Apr 2020 08:37 AM PDT It would just be a neat interaction, and somewhat cute. Cats have a lot of interaction but wolves don't. [link] [comments] |
You should be able to hear air rushing by when you're falling at high velocities Posted: 27 Apr 2020 10:21 AM PDT Similar to the sound you hear when you fly in an elytra, this sound would increase in volume as you speed up. [link] [comments] |
Hoes with fortune should work on crops. Posted: 27 Apr 2020 12:54 PM PDT A lot of people don't actually know this, but fortune works on crops. Any tool with fortune (pick shovel or axe), will produce a greater crop yield. I believe this should stay in the game, but it should only work with hoes. Just like how destroying gravel with a fortune axe doesn't produce more flint, using a fortune pick on a crop should not produce more of that crop. [link] [comments] |
Posted: 27 Apr 2020 01:06 PM PDT Collect All The Mob Heads Edit 1: Rename It To "Nearly Headless" so then it is a Harry Potter Reference [link] [comments] |
Crying obsidian decorating the obsidian pillars in the End Posted: 26 Apr 2020 08:38 PM PDT It will be an interesting detail, by having streaks of crying obsidian on the pillars. It would show that as the pillars are aging, the energy they contain is leaking out, so the pillars are, in a sense, "cracking open". {In my opinion, anyway.} [link] [comments] |
A Unique Way to Add More Weapon & Armor Designs and Types Posted: 27 Apr 2020 10:07 AM PDT [The photos aren't from a mod but rather some of my bad photoshops to get an idea of what I'm suggesting] 📷Picture #1: https://imgur.com/rpAfXeG 📷Picture #2: https://imgur.com/Di5T4S1 My suggestion; Premade templates for weapon and armor More designs and types of weapons and armor isn't anything new. However, I propose a new way (to my knowledge) to add custom weapons and armor to Minecraft. I suggest that we add a new item into the game called templates that would be obtained in pre-existing structures and/or through villager trading (maybe even a new type of villiger) and a template should have a pre-generated but unique armor design and weapon type that would be determined by its name. Template examples; a sword can have a saber design, anything that classifies as a melee weapon can have an eastern Aisa theme, a helmet can have a visor, any piece of armor can be viking themed, etc... How to use templates To put your template on the weapon or armor piece, you would bring the item, a piece of the material used to make the armor or weapon and the template to a smithing table. Within its GUI, it would be exactly the same as it is in the 1.16 update except there would be a box section where you would put your template in. The first box section would have the item, the second box section with the ingot icon would have the material and the last one would have the template and then you would be able to receive you item back with the template equipped. Whether the weapon/armor will have a new function it up to Mojang. [link] [comments] |
Posted: 27 Apr 2020 08:44 AM PDT Why don't you put an achievement of completing a level 4 map, it may be a little bit hard. [link] [comments] |
Posted: 27 Apr 2020 03:09 AM PDT We have parrots and chickens for birds in Minecraft, and that's basically it. We even have more Arthropods in the game, with cave spiders, regular ones, silverfish and bees. I know a lot of people have complained about this over and over again, about how there should be more birds, but many do not provide a good reason to add them other than aesthetic purposes, although I know this is not always the case - there are some good ideas out there. Here I have tried to find good reasons to add these two birds and I hope that I have succeeded. I have seen the FPS list and Mojangs rejected ideas list, and I have tried to stay away from those ideas. I made a mistake with one of my past posts with ducks, and didn't realise they would never be added, so I'm applying a bit of the same info I had for them with the birds here. (by the way, this next bit is gonna be long, sorry about that) The Eider: It could be considered quite a useful mob. It is a white, duck-like bird with dark patches on its tail and underside and two small, green-yellow legs. It has a colourful head, with two small black eyes and a large yellow and grey beak. It spawns alone or in groups of two uncommonly only in cold oceans on the water, where they drift around attacking any nearby fish or squid, or it spawns on the ice or icebergs of frozen oceans. When attacking nearby fish or squid, the eider puts its head forward and swims at very fast speeds, head butting and killing its prey in one hit or two, in the case of the squid. They can dive 5 block max, so fish need to be nearby to be fought. The fact that they don't travel long distances and kill fish quickly like an iron golem kills zombies might decrease lag, but I'm not expert at that aspect of the game. These mobs are also attacked by guardians and the elder variety, but they will not actively hunt them and with try to swim away if the are threatened or see one within 8 blocks. Health/ Drops: The Eider is not a weak mob. It has 10 hearts, the same as the player, and this reflects its hardy nature, being able to survive in the cold and attack many aquatic mobs. It also has a slight thorns effect - basically if you repeatedly hit an Eider, let's say three times, then two of those times you will be damaged as you hit it with half a heart, so not much. These are birds, after all. They are passive to the player and if hit with try to swim away, something they do with relative ease. The Eider, once killed, will have a 100% chance to drop 1 feather, along with a chance to drop one of these: 10% chance to drop 1 cod, 80% chance to drop 1 salmon and a 10% chance to drop an ink sack, all evidence of its hostile nature towards those mobs. It is not really a good source of fish, the same way polar bears aren't. These mobs are also not worthwhile breeding only for ink drops. The birds make no sounds unless hit, where they emit a low cooing sound like the sounds a pigeon and duck make combined. Eiders can be bred with cod, salmon or tropical fish but there is a twist. These sea-faring birds HAVE to be brought to land to breed, and once bred, one bird will drop an Eider Egg, similar to a chicken egg and with the same uses but is pale grey, with dark spots. If thrown, this produces 100% of the time a baby Eider. The baby Eider is just a smaller version of an adult. Collecting and Using Eiderdown: But now onto the main uses this bird has: if sheared, a process that can be done once over two in-game days, the Eider will have an 70% chance to drop 1-2 feathers, and a 30% chance to drop Eiderdown, a new item used to speed up and make sleeping better for the player. Eiderdown is a rare item, and getting a lot of it is a hard task, similar to the time it takes to get a good amount of diamonds from mining. Eiderdown can be picked up, and then the player has to walk over a bed to use it. If they click on any block but a bed then nothing will happen, but if they click on a bed then the Eiderdown is consumed and the bed briefly emits feather or similar particles. This shows that the bed has been 'improved'. There are three levels of improvement for beds, the first level will be activated when 1 Eiderdown is clicked on a bed, the second when an additional Eiderdown is placed, and the third when another Eiderdown is placed. No more Eiderdown can be consumed by the bed to make any additional level after this. A level one bed does the following: sleep time is reduced to 1.5 seconds, and if the player has used up their hunger bar, when they wake up and additional 3 hunger shanks appear. This cannot be spammed, only going into a bed and sleeping the full amount of time will do this. At level two, sleep time becomes almost instant, and four hunger shanks are given. At level three sleeping is practically instant, three hunger shanks are given and two and a half hearts of health are healed from the player. So this is everything you need to know about this mob. The Moorhen: This second bird is the small, chicken-sized moorhen. It is black, with white wings, a red and yellow head crest and a red beak. It has two grey eyes and makes squeaking noises when the player is nearby, when hit or when killed. Spawn Mechanics: The moorhen spawn in groups of 2-4 in river biomes, but not frozen rivers. They also spawn in the same amount in swamp biomes and a solitary moorhen may spawn at sea, but this is a rare occurrence. They do not naturally wander more than 15 blocks form their spawn location, which is always near sugar cane, or occasionally out in water in all ocean types apart from frozen ocean variations. They have a spawn mechanic where if three-tall sugarcane is planted in all their spawn biomes except the ocean, they will be likely to spawn within 5 blocks of that. Breeding/ Predators: The moorhen can be bred with sugar or seagrass, and breeds the same way other animals do. Moorhen do not lay eggs in Minecraft. When bred, which can be done once every two days, 4-5 baby moorhen will be created. These are smaller versions of the adult with big heads, and will follow the adult around until they grow up. Once grown up, the offspring will try to get as far away from their parent as they can, and sugar cane will not tempt them to stop moving. This is only the case with naturally-spawned individuals. Moorhen are attacked by foxes and wolves and farm animals will also walk up to them to scare them off. Here is the interesting part to this mob: Taming and Main Use: Untamed moorhen have 2 hearts, the same amount of health as a chicken, but once tamed have five hearts. Moorhen can be tamed using any type of seed, this may require 2-7 seeds. When tamed you can feed a moorhen a certain type of plant (for example, cactus, bamboo, wheat) and they will begin to travel to an area where that plant is, given that area is within 3000 blocks. The moorhen is not too op, however, as it has to be fed every so often. (Let's say that every 100 blocks, it has to be fed). The moorhen is not a mob that guides you to new biomes in the game. It is just a mob that will probably get you back on track to a place. (For example, if you go to a jungle and find bamboo, take the bamboo, and them forget when that jungle is and it is within 3000 blocks, then the moorhen will take you there but at the same time it will also greatly decrease your bamboo supply. The moorhen will also only take you to a place if the chunk it is in has been loaded before, so no 'eye of Ender' for structures like newly generated villages, as this makes the survival game too easy. Drops and other info: Once killed, the moorhen will drop 1-2 sugarcane and has a 60% chance to drop feathers. Below is a list of plants a moorhen can travel to (note that the moorhen should only be able to be used in the over world, they can be tamed in the end and nether but if given a plant they will just consume it and not lead you anywhere): Oak, birch and spruce leaves, Cactus, Oak, birch and spruce sapling, Seagrass, Regular grass, Double grass, Kelp, Any crop (e.g. any pumpkin type will lead to a pumpkin, also melon slices will lead to melons, seeds cannot be used to locate crops, only the full grown crop, like wheat for wheat or beetroot for beetroot), Any flowers, Bamboo, Vines, Sugar cane, Possibly sea pickles, although these almost seem more animal than plant, They will also not lead to coral, as that is an animal. I hope you like my ideas, once again sorry for the length, I will try to reply to your comments to improve this and also answer any questions. [link] [comments] |
This subreddit epitomises why minecraft is so popular Posted: 27 Apr 2020 04:05 PM PDT The creativity that this game inspires is honestly breathtaking. Dozens of unique ideas are posted here every single day, all of which could improve the game drastically. I myself have thought of hundreds of ideas just off the top of my head when I play, and I'm not even a creative person. Sorry, I know this isnt a suggestion. [link] [comments] |
Posted: 27 Apr 2020 09:34 AM PDT I love creative mode, but it really sucks when you want to stay flying and the game forces you to start walking on a surface. That said, walking in creative mode is often very useful. This is where the "flying lock" button would come in place. You could key-bind it anywhere, but a good default would be "f". When it is toggled on, you wouldn't start walking when you lowered onto a surface, and when it is toggled off (which would be default), you do start walking when lowered onto a surface. Very open to any suggestions! [link] [comments] |
Soul torches should prevent nether mobs from spawning. Posted: 27 Apr 2020 08:54 AM PDT Soul torches should prevent nether mobs from spawning. I believe having this feature would be great for people building bases in the nether. I have personally been quite frustrated since I have a large nether base that is constantly filled with Hoglins and Piglins. Hoglins are easy to deal with if you place warped fungi. Piglins on the other hand will attack you if you open any chest. [link] [comments] |
Posted: 27 Apr 2020 03:53 PM PDT When squids die, let them drop something like "raw squid" or something and after they've been cooked, call them "calamari". [link] [comments] |
Posted: 27 Apr 2020 07:02 AM PDT I recently saw that chains are coming in the nether update! Craving more variety in weapons and combat in the game, I came up with an idea: a chain whip. These could be used to lash out at multiple enemies at a slightly further range than other melee weapons but have a durability that goes down quicker than others. Its recipe would be like a fishing rod, but with chains and an iron nugget at the end. [link] [comments] |
You should be able to shear striders Posted: 27 Apr 2020 01:24 AM PDT This is kind of weird but they have some "hair" so you can shear it get some strings and it regrows if they touch lava, this also makes them shiver way more when outside of lava. I think that it would be funny. What do you think? [link] [comments] |
Posted: 27 Apr 2020 09:43 AM PDT If there were people before the player, I feel like some of them would have built houses or cabins by themselves out in the wilderness. After a while of being outside and weather conditions being bad, the cabins might have broken down after all of that time. Maybe you can put a chest or two in the area inside. This is my first post here and I dont know if anyone has made anything about this. Please give me feedback and anything I need to edit. [link] [comments] |
Posted: 27 Apr 2020 07:33 AM PDT You can place buttons, levers and itemframes on any of the sides of a block ya want.. But why not signs? It shouldn't be too hard to inplement, really. If ya want to place a sign like normal (top of the Block, with a stick), you just right click. But if you want to place it like on a wall, you shift right click. Possibly, you could so the opposite thing with the wall. Right click to place like normal, shift right click to make it hang out on a stick, but maybe make the sign part on the side of the stick. Anyway, yeah thats my idea. [link] [comments] |
Posted: 27 Apr 2020 04:18 AM PDT You need to be able to unsaddle striders! My idea is with shift+ rightclick with an empty hand. Since it most likely will be over lava, it gets put in your inventory instead of dropping in the lava. Feedback? [link] [comments] |
Little Icon If Inventory Is Full/Close To Full Posted: 27 Apr 2020 04:34 PM PDT It would be nice if there was a little icon next to your hotbar if your inventory was full or close to full. It even could change colors, going from green to red based on how full your inventory is. Currently, if you're grinding mobs, or gathering recourses, or mining, or whatever, there's no way to tell how full your inventory is without opening it. It would be really nice to know how full it is without having to stop what your doing and look in your inventory. [link] [comments] |
Posted: 27 Apr 2020 11:36 AM PDT Heavy purple fog hinders view when out in the end. The weather comes and goes making travel time inconsistent and Pearl travel harder. In addition ender men can still sense you through the fog and if you look at them regardless of if you can see them they will become aggressive. Naturally end cities are easier to find with more render distance so this hopes to also make that more difficult. I'm open to ideas on if the weather should have more violent lighting or some sort of acid rain. Summary: heavy end fog hinders pearl travel, finding cities, and harder to avoid eye contact with ender men not knowing if they are in the fog ahead or not. [link] [comments] |
How to bring back the old first night process: you should not be able to sleep on the first night. Posted: 27 Apr 2020 03:19 PM PDT I remember I saw a post a while back complaining how beds have ruined the classic experience of the first night because you can kill a couple of sheep and instantly sleep and skip the entirety of the first night, making many people's objective on the first night not to form a shelter, but to get a bed. And I have to agree with this sentiment. While beds have been here for a long long time, it still feels as if the entire motivation behind the first house and fear about the first night has disappeared in a way. Finding coal quickly or building a shoddy dirt house is useless when you spawn next to sheep. This suggestion, I have a feeling, may be controversial among many but it is the only reasonable way to bring back the fear that comes from the first night. The bed should still be able to be used to set a spawn point on the first night, but at the same time you should not be able to skip the first night. This will promote shelter-building and torch gathering the first night instead and provide the old feeling of danger from the first night. [link] [comments] |
"For The Record..." Advancement for getting a music disc from a creeper Posted: 27 Apr 2020 04:51 PM PDT This should've been a thing since this feature was introduced since it isn't particularly easy to get a skeleton to kill a creeper. This could be changed to an advancement for getting every music disc in the game as well, but I feel at least one of these should be in the game regardless. [link] [comments] |
Posted: 27 Apr 2020 10:24 AM PDT I'm not even talking a lot, I think half-a-heart is fine, I just think even the slightest bit of damage would be nice to let em have a better shot at survival. "But regular Snowballs don't damage!" Well, lets just say Snow Golem snowballs are magical or something. This wouldn't be a game changer, but it'd just be nice if a Snow Golem turret system could actually slay some mobs. [link] [comments] |
Posted: 27 Apr 2020 03:51 PM PDT When returning from the Nether, add an achievement called "To hell and back" [link] [comments] |
You are subscribed to email updates from Minecraft's Suggestion Box. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |