Minecraft Add biome dependant mega-structures similar to Woodland mansions. |
- Add biome dependant mega-structures similar to Woodland mansions.
- Let’s improve rivers (and lakes and ponds)!
- The Ender-Dragon fight needs a redesign
- A block that prevents endermen from teleporting when on top of it, like how soul sand prevents undead mobs from burning when on it.
- Scorpions: The Spiders of the Desert
- A little adjustment to pigs.
- [META] Add "posts that actually don't include a suggestion" to the last section of the FPS list.
- Slow falling beacons? Wouldn't be too op and would be very useful for tall builds
- Stop hating suggestions. Criticize them.
- Overcast days
- Phasing Arrows
- Tamed wolves shouldn't chase skeletons
- End Respawn
- Gemstones in different biomes; amulets; trading
- Add more random ruined debris to the nether
- ALL Named Mobs Should Present a Death Message when Killed.
- Fletching Tables
- Prioritizied bed-claiming for villagers
- Piglins should incorporate potions into their behavior
- Natural structures
- Combo - Enchantment
- Pause screen sound player controller thing
- Smelt Netherite gear for scrap
- Special heart icons for peaceful
Add biome dependant mega-structures similar to Woodland mansions. Posted: 16 May 2020 09:03 AM PDT Between the Ocean Monument and Woodland Mansions, we already have a precedent for challenging Mega-Dungeons with unique rewards, but only having those two can become stale, making them appear at a similar or slightly more common rate would be a good reason to actually build up your supplies and strike out. Swamp - Coven Hut, offering as a reward potions that are both extended duration "and" potency, and a difficult fight with drowned and 3 powered-up witches. Desert - Buried Tombs, pyramid like structures mostly underground and filled with traps and husks, and subject to mining fatigue, while offering an abundance of gems and gold. Mesa/Badlands - Abandoned Mine as a Structure, filled with cave spiders and dangerous to dig in because of numerous pockets of laba, but offering large amounts of ore and magma close to bedrock. Snowy Tundra/Taiga - Frozen Castle Ruins, ruled over by strays and would be easily traversible if not for packed ice making the terrain difficult, and trapped in an ultra-cold storm that instantly turns lava into obsidian, water into ice, and fire into air. [link] [comments] |
Let’s improve rivers (and lakes and ponds)! Posted: 16 May 2020 09:01 AM PDT In the recent update oceans have seen a massive makeover from their past selves, making them actually interesting to explore and beautiful to look at. However, rivers and other inland waters didn't get such treatment, and other than the addition of some plants and fish, they remain mostly unchanged, so let's look at some ideas of how to make them better. A good place to start would be the way they generate. In Minecraft, all rivers and lakes are the same, and ponds are just splashes of water scattered about. An easy way to improve rivers would be to add an actual coast to them. Current rivers are just canals filled with water that touches the grass, however, they would look incomparably better if they were given rocky edges and if they were 2-5 blocks deeper than the terrain around them, to make it seem as if the water actually cut through the terrain. Adding some variation to them would be great too. Give the river's parts where they go downhill, add waterfalls, in mountain and mesa biomes let them create deep canyons, add unique fish to them, maybe unique blocks like more stone variants. Give them variety in size, from small streams to big mighty rivers that dwarf the player. To improve ponds, have them be formed by small streams, add a few lily pads in them, maybe a couple of fish, anything beats just a hole filled with water. Lakes can also be improved to look beautiful, give them unique biome water-colors, make them deep and improve their bottom, they can be so much more than 1 block deep holes with clay and dirt under them. [link] [comments] |
The Ender-Dragon fight needs a redesign Posted: 16 May 2020 12:24 AM PDT The ender dragon battle needs to be redesigned or at least improved. There are issues such as a weird hitbox or that the fight doesn't feel engaging enough for a final boss. Also with the new netherite armor, you are basically immune to knockback which cancels out one of the main threats of the fight: The dragon's huge knockback. It is also worth mentioning before you read this that i am not suggesting that ALL of these ideas get added to the game, just a few of them since if all of them got added it would be overwhelming. Here are my ideas on how the fight could be improved: The hitbox should be improved, so it isn't as misleading and it makes more sense. This applies for when you attack the dragon and when it pushes you. Make the crystals heal more rapidly to the dragon to make it nearly mandatory to destroy the crystals first. The dragon should charge the player more often, and it gets more aggressive when the crystals are destroyed. There is sound+particles when all crystals are destroyed so the player knows that the crystals are gone without having to look for more. There are also many issues with the second phase of the fight that take away the challenge and make it more like you waiting for it to fly down to the portal. Here are my suggestions: The ender dragon has a teleportation attack where it teleports near them and charges them to force the player to act faster. There would be some sort of warning though. The dragon could either summon unique enemies to attack the player, or aggro a few enderman towards the player. The dragon would no longer rest at the portal and instead when it comes down to hover it would try and do it next to where the player is at. On top of that it would try and fire it's breath directly at the player and continue to do it while it is hovering. And these are some potential ideas by other redditors: Make fireballs explode vertically not just horizontally, so when you are towering up it would be hard to avoid. Idea by u/CheesyFrogErotica It could have a wormhole attack where it creates two portals and travels through it to go to another area. Idea by u/whotterfry my extension of this idea is that it would try and put a portal next to the player so it tries to charge the player. Would replace the teleportation attack. Ender Dragon will sometimes roar which make some nearby Endermen aggro. The less health she has, the more often she would roar. Idea by u/La_Paperbag Make the iron bars closed off from below so you cannot shoot them without having to tower up and mine them. Idea(sorta) by u/you_got_fragged I will continue to improve my ideas in the future and maybe include new suggestions as well. [link] [comments] |
Posted: 16 May 2020 07:28 AM PDT Still not sure if it would be too powerful but wanted to post regardless. [link] [comments] |
Scorpions: The Spiders of the Desert Posted: 16 May 2020 09:35 AM PDT Instead of having spiders spawn in desert biomes and Mesa biomes, it should be scorpions. Scorpions would be the counterpart to the spider. They would do the exact same damage and scorpions have a chance of poisoning you. They use their tails to attack the player, but the stinger could get stuck sometimes and that leads to a new affect called "prickling." Prickling could also be an affect of berry bushes and cacti. I also suggest adding a different type of scorpion to the nether. These new scorpions would be called "scorchers" and would scorch the players, creating a burning affect. I think this addition would be really cool to Minecraft and it gives the desert/Mesa biome a distinction and makes the Nether more difficult. [link] [comments] |
Posted: 16 May 2020 11:23 AM PDT If you want to farm wool and meat, you farm sheep. If you want to farm leather and meat, you farm cows. Cow and pig meat is the same, so I suggest the pigs make 1-3 babies when bread to make up for them only dropping meat. In real life pigs have 6-12 offsprings, so it would work pretty well in the game. [link] [comments] |
[META] Add "posts that actually don't include a suggestion" to the last section of the FPS list. Posted: 16 May 2020 03:28 AM PDT When I browse the subreddit, I sometimes see some posts which look like suggestion posts, but in reality, are just suggesting "this needs to be changed" and not giving an actual suggestion on how to implement that change into Minecraft. You could say it's already covered by this point:
However you do see some posts that do go to a certain extent of explanation, therefore being exempt from the former statement. A trend you also see is that the post doesn't have any suggestions by default, and are instead asking the readers to comment their suggestions onto it instead. Let's see if I can write up an example, with wandering traders (this would technically break rule 4 anyway): "Wandering traders need some changes. The current problems with wandering traders are that the items they offer for trade are really bad - who would buy some saplings for an emerald? The only decent ones are nautilus shells and blue ice, but that's still expensive. Also it's very annoying when wandering traders randomly spawn when you're building. Wandering traders need better trades. Comment below about what trades wandering traders could offer." This looks like a normal suggestion post, except in reality, there is no true suggestion in there - they haven't clarified what changes wandering traders should undergo, and all they've stated is that they need to change. I couldn't find a rule that stops these types of posts and I think there should be one, probably on the last section on the FPS list. Thanks for reading. [link] [comments] |
Slow falling beacons? Wouldn't be too op and would be very useful for tall builds Posted: 16 May 2020 03:23 PM PDT |
Stop hating suggestions. Criticize them. Posted: 16 May 2020 01:07 PM PDT Stop being cruel or else we become toxic over time. Ok this isn't MC, but still. Mods. Don't remove this. This is serious, I looked through posts and saw nothing but hostility. It needs to stop. [link] [comments] |
Posted: 16 May 2020 10:43 AM PDT We currently only have 4 types of weather in Minecraft, Clear, Rain, Thunderstorm, and Snow. I would think this would be easy to add, as they just need to remove the rain, so the sky would be that dark colour. [link] [comments] |
Posted: 16 May 2020 09:28 AM PDT Phasing should be an enchantment that allows an arrow to pass through solid blocks but only through one block. [link] [comments] |
Tamed wolves shouldn't chase skeletons Posted: 16 May 2020 09:55 AM PDT Tamed wolves shouldn't chase skeletons automatically. In case you aren't aware, all wolves, including tamed ones will chase skeletons automatically, even if the player hasn't attacked them. This makes sense for wild wolves, but not so much for tamed ones. Not that wild wolves attack sheep, but tamed ones don't. So it surely should be the same for skeletons. Why on earth is this still a thing? Today, my tamed wolves chased a skeleton. In the past they have gotten lost, but this time the skeleton they were chasing fell into a ravine (into water). And guess what? The wolves jumped into the ravine. One of them fell into a lava-fall and the other didn't land in the water and died of fall damage. Not only is the "mechanic" of wolves chasing skeletons awful for keeping control of your wolves, but it's really something terrible if they jump off a high area to chase them - aren't they even ignoring their pathfinding? Skeletons are also a very similar speed, so the wolves often never even catch up and chase them for an eternity. Why should my tamed pet be wandering off on its own? EDIT: As it has been suggested, it would still be partially incorporated if tamed wolves still scared off skeletons, like cats do with creepers. In addition, I wouldn't mind them chasing skeletons automatically as much if they teleported back to the player even then, as they currently don't. It wouldn't be my favourite suggestion but it would be an improvement. [link] [comments] |
Posted: 16 May 2020 08:59 AM PDT People say it wouldn't work but here are my ideas:
Thoughts? I know some parts are on the FPS list but its about the bigger picture. [link] [comments] |
Gemstones in different biomes; amulets; trading Posted: 16 May 2020 01:20 PM PDT Ruby, Sapphire, Opal, Amethyst, Topaz, Onyx, Moonstone, etc. The gemstones would be another currency for trading with the villagers, like the emeralds. The ores would be much rarer, than the diamond ores. And besides this, all of them (including the emeralds) would have some another usage. Maybe making amulets or jewellery (new armor slot) that would give you some effects (e.g. slower hunger drain, weaker/shorter negative status effects, getting more xp, creeper warning, etc.) Each ore could only be found in one biome, according to the real life deposits: Emerald - Extreme hills Ruby - Savannah (Mozambique) Sapphire - Jungle (Madagascar) Topaz - Snowy tundra (Siberia) Opal - Flower forest (idk, it's colourful and rare) etc. And under the Mushroom island there could be possible to find truffles. Traders would sometimes sell the gemstones. I think this would fit in the Cave Update. [link] [comments] |
Add more random ruined debris to the nether Posted: 16 May 2020 10:43 AM PDT The Nether is becoming more of a post-apocalyptic dimension, with ruined bastions and soul sand valleys. [link] [comments] |
ALL Named Mobs Should Present a Death Message when Killed. Posted: 15 May 2020 04:55 PM PDT At current Java only shares a death message for when named Wolves, Cats, and Parrots are killed. Bedrock Edition extends this mechanic to include, Horses, Donkeys, Mules, Llamas, and Skeleton Horses. This suggestion is asking for the features in Bedrock Edition be ported to the Java edition, and that this also extend to any mob named by a player: Foxes/Dolphins/Turtles/Chickens/Cows/Sheep/etc. This enables a few new aspects in game for players:
I feel this would also be best implemented with a tag so this feature is toggle able when used by map makers. So that map makers already using naming conventions don't have to see loads of 'X mob died'. Thank you for your consideration. [link] [comments] |
Posted: 16 May 2020 02:12 PM PDT They should be used to make tipped arrows out of regular potions and be more efficent than crafting them, for example you can use a maximum of 16 arrows per potion but you can do it with any amount less than that. [link] [comments] |
Prioritizied bed-claiming for villagers Posted: 16 May 2020 05:06 AM PDT
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Piglins should incorporate potions into their behavior Posted: 16 May 2020 12:50 PM PDT It always struck me as peculiar how piglins can barter fire resistance potions to you, but are never seen using them. And seeing how the Nether is where the player is first able to brew their own potions, the player should be able to see how potions can benefit them, and encourage them to brew some of their own. The first change is the most obvious one. When a piglin is taking fire or lava damage, it will drink a fire resistance potion. They will also have a chance at throwing a splash potion of fire resistance at a fellow piglin that's burning. They would also use the other potions you can brew in the Nether. If a piglin is injured, and they aren't fighting a hoglin or player, they will either drink a regeneration potion, or a buddy will throw a splash potion of regeneration at them. Before going to battle, a piglin with a sword will drink a strength potion and piglins with crossbows will throw splash potions of strength at sword piglins. On easy difficulty, piglins will only use basic regeneration and strength potions. On normal, they have a 50% chance of using strength II and regeneration II potions. On hard, they'll always use strength II and regeneration II. Finally, in bastion remnants, brewing stands can be found inside the structure, and these brewing stands have a chance of containing a fire resistance, regeneration, or a strength potion. [link] [comments] |
Posted: 16 May 2020 10:31 AM PDT The structures we have in the game are nice but they are all constructed by creatures. The game is quite lacking when it comes to natural structures however. I suggest adding several rare terrain structures that could make nice locations to settle in. The nature structures should generate im the same way that regular structures generate(hallways and rooms), with maybe a bit more block randomness. Here are a few examples: Canyons. Large deep river with a few valleys in the middle. (Mesa only) Large oak trees. These trees would be ideal for treehouses and are ~30 blocks tall (Forest) Waterfalls. These structures are connected (Hot biomes except desert) Lagoons: beach surrounded by two rocky formations (Coast) Cliffs: rocky formations with sometimes an arch ~10 blocks high (Coast) This system has endless possibilities and it makes exploring more fun. The generation has become predictable over the years amd adding new epic terraim structures makes everything look a whole lot more epic. [link] [comments] |
Posted: 16 May 2020 04:14 AM PDT Combo would reward consecutive hits with a percentage decrease from taken damage, this effect resets if the user hasn't hit anything for a total of 2 seconds. To reach the max bonus (25% damage reduction), you would have to land 20 consecutive hits. [link] [comments] |
Pause screen sound player controller thing Posted: 16 May 2020 06:17 AM PDT I really like the sound. I cannot stress how much I love sound design. You can make the creepiest creepy that ever did creep, and I wouldn't be spooked without some good sounds. I love to hear the rumblings of the underneath from the deltas. the confused and wondered grunts from the piglins. The wind wooshing past your face as you fly through the air with nothing but a couple fireworks and some wings.. And the soundtrack, oh those beautiful sounds I would love to be able to select a good song for when I'm mining, or fighting, or building my house. Even if this can't be added, an icon or popup saying what song is playing would be awesome as well. I have spent a good hour going through the entire Minecraft soundtrack, from the beginning mind you, just to find my favorite song, which apparently is from the volume alpha album. I'd love to familiarize myself with the names of the soundtrack! Maybe the menu could look at least in essence like the new gamemode switcher, except on the side of the screen and not in the middle as to not be in your face while you're playing. [link] [comments] |
Smelt Netherite gear for scrap Posted: 16 May 2020 03:19 PM PDT Any Netherite armor or tool could be smelted in a furnace and would output a piece of Netherite scrap. This would make it like the other two smelted resources, iron and gold and would not be overpowered because any Netherite tool/armor requires four pieces of scrap to craft. It would be useful for when players find Netherite loot they don't need, or want to get rid of a Netherite hoe they crafted for the "Serious Dedication" achievement. [link] [comments] |
Special heart icons for peaceful Posted: 15 May 2020 03:53 PM PDT When you play normal Minecraft you have some heart icons for heath. Makes sense. When you play hardcore Minecraft the hearts look more detailed and slightly more angry. Makes sense. In peaceful mode the hearts are normal. Why? You have faster regen and more saturation so wouldn't make sense for the hearts and maybe even hunger bar to be different than normal? Maybe they could be golden to signify that it's easier or more prosperous, or maybe they just have little smiley faces. Whatever you do is fine but I think having the icons be different would make a lot of sense. [link] [comments] |
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