Minecraft Slimeblocks should be bouncy on their sides |
- Slimeblocks should be bouncy on their sides
- Block piles in the end
- Tridents can hit things on the way back
- Make Advancement suggestions actually Advancements.
- Leaves should break fall damage
- We need an End update.
- Putrid Porkchops
- Thanks for your help!
- River Update
- A passive mobs update
- More randomness to biomes.
- Crying Obsidian should be “milked”
- Good Riddance!
- Nether reset
- End Bow
- nether sprouts, warped/crimson roots should only drop when you break them with shears
- Journals
- New Structure: the Mining outpost
- New elytra enchantments
- Mobs that scatter when you hit them
- Nerf village loot - Villages are effectively massive bonus chests which spawn whether you like it or not
- A "What's Next" section in the inventory menu
- Hoe vs cactus
Slimeblocks should be bouncy on their sides Posted: 05 May 2020 07:37 AM PDT Currenty, if you jump on a wall made of slimeblocks nothing will happen. With the addition of honeyblocks making you glide down on the side of them, slimeblocks should get the same treatment. Just make it so if you run into a slimeblock, it will bounce you off. This mechanic could maybe be great for elytras since, no matter at what speed you will be hitting the slimeblock with, it will just cancel damage and will bounce you many blocks off. [link] [comments] |
Posted: 05 May 2020 03:51 AM PDT End is an empty wasteland so it would make sense to endermen to try and decorate it. There can be piles of blocks that endermen can pick up from other dimensions on little islands at the outer end. [link] [comments] |
Tridents can hit things on the way back Posted: 05 May 2020 01:39 PM PDT Doesn't this make sense for impaling? It's vaguely balanced because it would require two trident specific enchantments. It would also require skill to shoot something and then line yourself up for the trident to hit something in its return. [link] [comments] |
Make Advancement suggestions actually Advancements. Posted: 05 May 2020 08:18 AM PDT Advancements and Achievements should be given when you advance in the game and achieve something (hence "advancements" and "achievements"). A lot of people suggest advancements just because the name of the advancement is a reference, but the advancements serve no purpose in helping the player learn the game. I'm tired of seeing a billion posts of "advancement: name a parrot Jacob" and random stuff like that. If you wanna suggest an advancement make it serve a purpose in the game. [link] [comments] |
Leaves should break fall damage Posted: 05 May 2020 01:10 PM PDT When you land on a leaves block, your fall damage should be reduced by a certain amount - 50%? [link] [comments] |
Posted: 05 May 2020 10:10 AM PDT We need an end update. There is no doubt, the other two dimensions have been updated, so we need the third. Biomes - Midnight Biome - Crystalized Wood, Oblium, which is the grass variant like nylium, but on end stone and a dark blue/purple color, some sort of vegetation like the roots and sprouts in the nether, a new liquid, oil, that is like a weaker version of lava, hurting you 1 heart per second and can be used as a fuel source, smelting 1500 items per bucket. Mobs - Drift - floats around the void, neutral, 20hp, looks kinda like a ghost, but purple and black, and transparent, so difficult to spot, drops drift scales which can be crafted around any color shulker box in a crafting table to make a large shulker box, which is the size of a double chest but in the same size space. - Spirit Boar - Purple, slightly smaller than a ravager, but has an updated hoglin model, only spawns in the midnight biome, drops spirit bacon, which can act as a weaker golden apple when cooked, granting levitation for 4 secs, regen 2 for 10 secs, and absorption for 1 min. Any other ideas, leave them in the comments😁 [link] [comments] |
Posted: 05 May 2020 10:31 AM PDT Bring a Hoglin to the Overworld and Convert it into a Zoglin. [link] [comments] |
Posted: 05 May 2020 01:24 AM PDT Have a ghast relight your broken nether portal with a fireball. Edit: You wouldn't be able to use a fire charge on the portal to get the achievement [link] [comments] |
Posted: 05 May 2020 08:28 AM PDT I would love to see a River Update where there would be an Overhaul to how the rivers in Minecraft not only look but are generated by adding visible effects to them and new features to the game such as animals or bugs, for instance, if you are next to a River you should be able to see how fast it's going by the current of the water and or moisture floating above the water or by water hitting the embankment of a river. I would also love to see Stones added along with two new bugs the dragonfly they would occasionally fly around the rivers and would normally be found near Lilly-pads, And the firefly they would fly around the rivers to light up the night sky the fireflies would also act as a deterrent for hostile mobs as the fireflies bright light would scare them away, I would also like to see Tiny Islands added to the Rivers and maybe add lakes and allowing them to have there very own special Terrain generation. I think that there should also be Waterfalls added as well and at the very bottom there should be Rocks and you should be able to see moisture come off of them I also think that it would be really cool if we could even see trees fall into the rivers, or just have logs float down them, And I also would like to see if we could very rarely see and collect items off of the river such as sticks and leaves along with some other things. I also think that whenever a thunderstorm rolls into the area the river could swell and Speed up and could take the boat with it, but as the storm dies down there should be an animation where the water slows down and the river goes back to normal, I think that at different parts of the river that it should speed up or slow down whenever its narrow it would speed up but if it's wide it would slow down this would effect boats mobs and Players. I also would love to see bridges naturally spawn at dangerous parts of the river along with having an interesting catch to them, I also think that this would be a good opportunity to add a new mob to the game which would barter with the player and allow the player to pass over the bridge and can even trade like a villager can. But if the player does not want to barter with the new mob would steal something in the player's inventory and run with it but the loot will be given back when killed and would have a chance to drop something valuable, a map of where the mob's stolen goods are kept but there would be mobs guarding the loot and they would not be easy to kill once defeated you would get an achievement called The Outlaw. [link] [comments] |
Posted: 05 May 2020 08:23 AM PDT The game doesn't feel alive, if we had more interactions with animals, pets, and villagers it would add a lot to the game. This update could be focused on making the mobs feel like the foxes or bees, with a lot of personality. It could include: -Add interactions with the pets: -Things like dogs waving their tails when you come close -Cats and dogs running around instead of just following or teleporting to you, but the more you interact with it the more it obbeys you and the less it wanders around, it would encourage players to interact with their pets and not just to tame one for the fun of it and forget about it. -some kind of bowl were pets could automatically go and eat when their health is low.
-when you come close to a baby animal their parents would go angry, just like happens in nature. -Seeing animals sleep at night laying down, maybe in groups. -Adding some way to distinguish between a male and female animal, and having to breed one male and one female to make babies.
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Posted: 05 May 2020 01:55 AM PDT Minecraft biomes have lots of potential, yet it often feels like the game does not take full advantage of its generation, making them seem repetitive. If you've seen one desert or forest or plain, you have pretty much seen them all. This is why most Minecraft worlds feel sort of.. the same. A way to make the biomes feel more unique would be to add more variation or "randomness" to all the aspects of each biome. This ranges from aspects such as the types dirt/grass to the entire elevation of the terrain. Introducing new ways that biomes could generate would also make the terrain seem more natural. To do this, all the variables of a biome could be on a scale. These scales could be changed for each biome, making two instances of the same biome subtly different from each other, or maybe vastly different. Examples of these "variables" are things like: height of grass, frequency of ponds, space between trees, types of trees, depth of snow, width of river, presence of boulders/bushes etc. Things like the shape of the terrain could also be altered in some cases. A good example is the savanna biome. Currently in savannas, all the trees as spaced out evenly away from each other, and the landscape is mostly just plains and plateaus dotted with trees. With a bit of randomization we could see a savanna consisting of a flat plain with tall grass and clusters of tightly packed acaia trees, or another one with little trees or water, the ground made of coarse dirt and grass blocks. They would both be savannas, but yet each would feel like its own unique environment. There are many minecraft biomes that could benefit from more variation. Imagine a snowy forest with deep snow and giant spruce trees, a jungle with a tall canopy and no bushes with tons of cocoa beans growing from the trees, or even a tall cliff by the ocean with a flower field on the top. There are many cool possibilities. Even relatively mundane places like grassy plains could be impoved with additions like boulders or increased elevation. In conclusion, more possibilities for biomes equals more fun exploring. [link] [comments] |
Crying Obsidian should be “milked” Posted: 05 May 2020 12:09 PM PDT Crying Obsidian is a new, beautiful block. It can be obtained through trading with Piglins, broken right off of a Ruined Portal, or found in a Bastion Remnant chest. They are currently used to make a Respawn Anchor with Glowstone. The Crying Obsidian is pretty mysterious. It appears as if the obsidian in a Nether Portal literally absorbed the portal itself. Through some means, I think you should be able to obtain the tears of Crying Obsidian. Maybe breaking it would give you a chance of getting an Obsidian Tear like flint from gravel, or you would have to expose it to heat with a furnace or a campfire. What would Obsidian Tears do? I think they could be brewed, similar to Ghast Tears. Since they come from one of the strongest obtainable blocks in survival, I think they should make the player strong as well. Potion of Resistance. It would provide damage reduction to the player. Tell me any other ideas for Crying Obsidian [link] [comments] |
Posted: 05 May 2020 10:32 AM PDT |
Posted: 05 May 2020 02:53 PM PDT I don't know if this is already available on java, but bedrock needs a way to reset the nether in a pure survival world, or just in general. Especially with the new nether update [link] [comments] |
Posted: 05 May 2020 11:07 AM PDT With this bow you will be capable of launching your e-pearls farther (100-200 blocks) Crafting Recipe: https://i.redd.it/uww26657b0x41.png [link] [comments] |
nether sprouts, warped/crimson roots should only drop when you break them with shears Posted: 05 May 2020 05:58 AM PDT i mean you can't get ferns and sea grass without shears. [link] [comments] |
Posted: 05 May 2020 03:52 PM PDT Journals are book and quills that generate in structures. The can give tool tips about the structure they spawn in. [link] [comments] |
New Structure: the Mining outpost Posted: 05 May 2020 12:46 PM PDT A small room, a tad larger than a dungeon, with the appearance of an abandoned mineshaft. It features furnaces and a blast furnace, a crafting table, a chest (mineshaft loot table), and a zombie villager which always wields an iron pickaxe. A small shaft extends up to the surface. Nothing important here. Just a little thing you can find while mining or exploring to add flavor to the game. It may be too convenient for a player to find in the early game, as it provides a safe shelter and a very nice kit to start out, but hey, it's not nearly as OP as village. [link] [comments] |
Posted: 05 May 2020 07:56 AM PDT As we know the elytra has very few enchantments. I have come up with a couple that I think would add nicely to the game. Aerodynamics: there would be three rarities for this enchantment. Each one would make the elytra speed a little faster. I: %15 faster II: %25 faster III: %35 faster Gale: gale would be similar to the riptide enchantment. There would also be three rarities to this enchantment. You would be able to propel yourself up or forward by using a button and it has a cool down. Each rarity gives one more boost per cool down. I: 1 boost every 5 minutes II: 2 boosts every 5 minutes III: 3 boosts every 5 minutes Thank you for reading I appreciate feed back! [link] [comments] |
Mobs that scatter when you hit them Posted: 05 May 2020 08:28 AM PDT For this idea I suggest that mobs should scatter or run away when you hit one of their peers, for example - imagine a herd of cows, you hit one of them and then the rest of the group runs/scatters for about 20 seconds or more and this would apply to other mobs like chickens, sheep, pigs etc. [link] [comments] |
Posted: 05 May 2020 12:57 PM PDT My little sister (<10) started playing survival minecraft on her own recently. I pledged to watch, but not interfere or explain things to her, because I'm curious to know what it's like to learn the game by playing the game. She started out well, died on the first night, a few times, but was starting to get the hang of it... ...and then she finds a village. Seriously, the things are awful for survival play. If you happen to stumble across one (which happens every five minutes as of 1.14) you suddenly have shelter, a bed, and enough food for a month. Like I said in the title, villages are like the bonus chest... except a) they're much bigger, b) they can't be disabled without also missing out on other important structures like FORTRESSES, and c) they provide actual houses that you can simply take over. What should be done about it? Firstly, villages should be rarer, so you're actually likely to find three sheep before a village. The hay bales burying the streets have got to go, or be reduced to a few blocks instead of mounds for decoration. The new loot chests aren't a big problem, and they even add a lot more flavor to certain houses since they have items related to the villagers' professions, but they really shouldn't contain emeralds because stealing money from people you've just met should never be encouraged. I might be alone in this rant, but TL;DR: villages are too common and the haybales are OP and break early survival gameplay. Please adjust. [link] [comments] |
A "What's Next" section in the inventory menu Posted: 05 May 2020 09:14 AM PDT Sorry in advance if this has the wrong flair - I didn't know exactly what category to put it in. The ProblemIt has come to my attention that advancements are supposed to encourage game progression. However, unless the player was to open the advancement menu (it is not communicated that such a menu exists), they are still going to be lost because advancements only notify you after doing the specified task. What's the point of an advancement telling you that you can craft a stone tool if you've already done it? My SolutionWhen you open up your inventory, there should be an added part to the user interface showing suggested advancements you could do next. Hovering over the listed advancement will show the description in a pop-up window. This would be a lot clearer than the current advancement menu, and it would be an easy way to guide the player through the game. Perhaps, instead of having certain commands appear when you login, these commands could be turned into advancements and then appear in the "What's Next" section. That way, the player would only have to be instructed to open their inventory on spawn, and they would be able to infer the rest through the user interface. [link] [comments] |
Posted: 04 May 2020 08:38 PM PDT If hoes in 1.16 can mine plants and nether stuff, why not cactuses? It's minor but it'll help a bit with harvesting them. [link] [comments] |
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