Minecraft Striders should sink under the lava when threatened |
- Striders should sink under the lava when threatened
- Chickens should drop feathers as well as eggs
- Zombies knocks Villagers unconcious on easy difficulty.
- Piglins should not be Hostile to Players that Barter with Them
- Right-Click on Farmland with a Shovel to Flatten It Back into Dirt
- Striders should pick up their babies in real time and drop them off when they mature
- Striders should have their colors slowly transition for blue to red when cold and vice versa
- Enchantment Table Redstone Interaction
- Flowerpots don't have a bottom but have earth inside. Add a bottom to the mesh to make it whole
- The new Farlands
- Barrier blocks shouldn't interact with weather
- Dying in the void with an undying totem should respawn you on your bed
- Shield Enchantments
- The Crimson Leviathan
- [META] Seasonal Farming?
- Not letting the bed bugs bite
- Water should be clearer
- A New Nether Boss: Decaying Lava Beast
- We need more in the Ocean.
- Underground villages
- Improvements to the Ocelot, these are some of my suggestions to improve the ocelot:3
- Better Potion Ideas (Potion Improvements)
- Zombie villagers are neutral in Easy mode
- Clouds and Sky Changes
Striders should sink under the lava when threatened Posted: 11 May 2020 02:58 AM PDT Alternatively, they could comically stick their face into the lava, still showing 90% of their body, a completely fruitless attempt to hide from their impending doom. [link] [comments] | ||||||||||||||||
Chickens should drop feathers as well as eggs Posted: 10 May 2020 09:47 PM PDT So you got your chickens wandering around, dropping eggs wherever they please, not a care in the world. But let's say you're low on arrows, and you need to craft some. But to do that, you need feathers. And for some reason, the only way to get feathers is to slaughter the chickens for a maximum of like two per chicken. Are the feathers glued on? Is the chicken's skin comprised of feathers? I propose chickens should drop feathers occasionally, in the same way they drop eggs. Maybe not as frequently as they do eggs, but it should still happen. I mean it just makes sense really [link] [comments] | ||||||||||||||||
Zombies knocks Villagers unconcious on easy difficulty. Posted: 11 May 2020 09:46 AM PDT So one thing that has long been bothering me is the way that villagers are either killed or converted to zombie villagers when attacked by a zombie. If playing on easy they have a 100% chance of being killed. I understand the reason behind this is to not create more hostile mobs making it more difficult for a player to survive the situation compared to on Hard difficulty where the villagers has a 100% chance of converting to a zombie when attacked by a zombie, thus creating more hostile mobs towards the player. However I think this system has a big flaw and here's why.When a player spends a long time caring for villagers, getting them set up in accommodities and trading with them to get the best trades possible, then it is really frustrating loosing them to being killed by a zombie when playing on easy difficulty.. On hard you at least gets the chance to save them by curing them but on easy, everything is just lost.So players are forced to play on Hard difficulty to make it easier keeping thier villagers safe.In my oppinion, and others aswell, this is a weirdly balanced gamemechanic... My solution to this problems is to keep the propabillity for a villager to convert the same as it is now. i.e. 100% on hard, 50% on normal and 0% on easy. But instead of the alternative where the villagers gets killed, they should instead be knocked unconcious for a while. Laying on the ground and no longer be a target for a zombie. This prevents players on easy and normal game difficulty from loosing their villagers when they are attacked by zombies and still keeps the difficulty balance on normal and hard in regards to creating more hostile mobs against the player. Additionally this mechanic could even be extended to also happen when villagers are attacked by any other type of hostile mob, for example illagers. Even extend it to also happen if the villager is hit by the blast from a creeper or TNT.And ofcourse still keeping the propabillty of them being killed or knocked unconcious by an attack the same as now with the 0-50-100%. I.e. on Easy, villagers will never die from any form of attack but only be knocked unconcious for a while, whereas on Hard they will be killed 100% of the time if not converted by a zombie. Edit: This will not make villagers invincible except against zombies (unless extended over other mobs aswell) they are still able to die from falldamage, fire, drowning etc. Pplease comment and discuss this, also point out any flaws or suggest alternatives if you have any.Thanks for reading :) Edit: I have created a suggestion on the Minecraft Feedback site for this. Please vote for it if you like: https://feedback.minecraft.net/hc/en-us/community/posts/360062757151-Zombies-knock-Villagers-unconscious-on-easy-difficulty [link] [comments] | ||||||||||||||||
Piglins should not be Hostile to Players that Barter with Them Posted: 11 May 2020 01:11 PM PDT This simple change would make piglins seem more intelligent. If you threw gold on ground near aggressive piglins and they picked it up, they should become neutral, as if they were wearing gold armor. However, if the piglins had been provoked by means other than you not wearing gold armor (like attacking a piglin, breaking a gold block, or opening a chest), then bartering with them should not make them neutral towards you. [link] [comments] | ||||||||||||||||
Right-Click on Farmland with a Shovel to Flatten It Back into Dirt Posted: 10 May 2020 06:13 PM PDT When removing larger areas of farmland, it would be a huge time-saver to be able to right-click farmland with a shovel to turn it back into dirt. Jumping on the farmland (which doesn't even work 100% of the time, even when jumping on the center of the farmland) or placing and then removing blocks above it takes unnecessarily long. A similar mechanic to remove grass paths would also help out a lot, although - with the implementation of the feature above - you could just till the path and then flatten it into dirt again. Using a shovel again on a grass block to turn it into dirt would be a bad idea for obvious reasons. [link] [comments] | ||||||||||||||||
Striders should pick up their babies in real time and drop them off when they mature Posted: 11 May 2020 12:29 PM PDT It doesn't really make sense that striders spawn with babies on their back but don't actually pick up baby striders when bred, nor that they just stay like that forever making them unridable. Additionally, just having this unique behaviour would make them much more interesting as an animal, because currently the only cool thing you'll see them doing is randomly climb out onto dry land. [link] [comments] | ||||||||||||||||
Striders should have their colors slowly transition for blue to red when cold and vice versa Posted: 11 May 2020 02:31 PM PDT This would be like one of those meaningless but nice additions to Minecraft. I think that Striders should have their colors slowly transition from red to blue when they are out of the lava, to represent that they are slowly getting colder. The same thing would work when going into lava, the Striders would slowly turn from blue to red, again this would just be a completely aesthetic update to them which would make them look nicer. This idea is similar to the fog transition for when you enter a different biome. [link] [comments] | ||||||||||||||||
Enchantment Table Redstone Interaction Posted: 11 May 2020 12:38 PM PDT Enchantment tables give out a redstone output (no comparator required) based on how many levels of bookshelfs are around it on a scale of one power level per two enchantment levels. This would add a fun level of redstone interactivity to enchanting which currently doesn't have any redstone purpose, and it would let redstone players make somewhat automated enchanting setups and fun redstone contraptions. [link] [comments] | ||||||||||||||||
Flowerpots don't have a bottom but have earth inside. Add a bottom to the mesh to make it whole Posted: 11 May 2020 07:04 AM PDT Hello! this is my first suggestion on this sub, and I have a suggestion for a block that has been bugging me for some time. With the new chains added in 1.16, you can make nice hanging vases in this fashion. However, when looking from the bottom, flowerpots don't have a bottom, and you can see right through them. When viewed from the top, this is clearly not a problem. So I wanted to suggest that flowerpots get a bottom, to avoid this little sore eye on what could be a nice looking decoration PS: the chain on the screenshot is from the Quark mod, but I've tested it with the new chains added for 1.16 and it looks the same as in the screenshot [link] [comments] | ||||||||||||||||
Posted: 10 May 2020 09:26 PM PDT Currently the border of minecraft is pretty much just a boring wall, with nothing to see. But as many people know it wasn't always this way, in older versions of the game we had the "Farlands" a mysterious place at the end of the world that formed because of a bug in terrain generation. So what if we brought them back not as a bug but a feature. First off they would not spawn at the world border but close to it. The biome would look the same as it used to but would actually be a biome that only spawned nearly the end of the world. This biome would be a kind of "last challenge" for the players, and I'm not just talking about getting there. You see the Farlands would have incredibly hard "corrupted" mobs that could easily kill you. Maybe these mobs would have a "Farlands" look (floating body parts, etc.) When you eventually get to the actual end of the world you won't be met with a border but the terrain keeps going on, but you will slowly take damage (kinda like the void). Anyway the idea is a bit under developed so I would was wondering what you guys thought. [link] [comments] | ||||||||||||||||
Barrier blocks shouldn't interact with weather Posted: 11 May 2020 09:10 AM PDT Currently barriers block rain and snow fall and prevent it from reaching blocks underneath. Ideally, barrier block shouldn't effect the environment like this. Barrier walls and ceilings become very obvious if they prevent weather effects from reaching the ground, especially due to the rain splashes generated on top of them when they're hit by rain. The precedent for a solid block that is permeable to weather does exist in the game: if you manage to suspend a piece of carpet in the air then it still clips with entities like players, mobs and arrows, but both rain and snow still fall through it and a snow layer can even build up on the ground beneath it. As far as I can tell, carpets are not block entities so copying their properties (except, of course, for the fact that they require another block to sit on top of) to barrier blocks shouldn't result in the game lagging from having to track a bunch of extra data. If a map maker really needs an invisible block that blocks weather then they can fairly easily retexture one variety of glass, wall, fence or trap door, all of which stop rain and snow fall, don't block light and have lots of variations, meaning that just one variety can be rendered invisible with a transparent texture. That same choice doesn't exist for the players who want a block that's permeable to weather though: there's no solid block that allows weather to pass through which can be made transparent to act as a faux barrier block. Carpets are the closest thing but because they have to be sat on top of another block, they can't be used for making stuff like walls and ceilings. [link] [comments] | ||||||||||||||||
Dying in the void with an undying totem should respawn you on your bed Posted: 11 May 2020 03:39 AM PDT And if the bed is unreachable, on the nearest block That would get rid of extreme frustration when dying on an Ender Pearl shot in the end [link] [comments] | ||||||||||||||||
Posted: 11 May 2020 01:03 AM PDT I thought shields should have the possibility for enchanting, so I got some enchantment ideas, made specifically for shields. Catching I/II/III : On successfull block, with 5/7/9% chance, immediately puts any projectile (except Ender Dragon Breath Charge) into your inventory. If the inventory is full, the projectile is being dropped onto the ground. Deflecting I/II/III : On successful block, all projectiles are being thrown back further to 1/2/3 blocks. Melee attacks on blocked shield deal 1/1.5/2 damage back to the attacker. Astonishment I/II/III : Upon successful melee block, with 6/8/10% chance, the enemy gets attack cooldown for 1 second. [link] [comments] | ||||||||||||||||
Posted: 11 May 2020 07:06 AM PDT TL;DRA new boss, the Crimson Leviathan, its home being at a pillar of Netherrack and Crimson greenery (reddery?), a new ranged weapon the Boomerfang, Imagine your peacefully riding your strider through the lava oceans of the Nether towards an unnatural pillar piecing the surface with Crimson vegetation taking its roots there. As you get closer you hear a mighty roar as the elusive Crimson Leviathan bursts out of the surface and coils around the column, you're in for one helluva fight! What is it?The Crimson Leviathan is a massive worm-like animal, with spikes chaotically piecing from its skin and the occasional Crimson plant. It is a whopping 18 blocks long and 2 blocks wide, earning its title of Leviathan. It is said that after a colossal time hibernating, someone woke it up, making it very, very angry. Where do I find it?As stated before, the strange looking pillar is said to be its 'nest' housing the only other traces of its species, yes this thing is a mother, enjoy the guilt you feel after killing it and discovering its probably unfertile eggs, now knowing that it was only defending its children and would probably stop attacking if you just left. There is only one Leviathan in a world at a time, though the pillars are as common as Strongholds, the only thing they are holding, however, is an empty nests and a few skulls. NOTE: The Crimson Leviathan will respawn at a different pillar once defeated after 2 10 in-game days. AttacksHow will this thing kill you, you ask? In many, many very painful ways. It has a few attacks it can do, it will sink under the lava, swim around for a bit, then violently emerge at the location you were about 3 seconds ago, it can also take a delicious gulp of magma then spit it at you, setting you on fire if it hits you, etc. The LootSo, you've killed it, either legitimately or using some exploit, it's done. What is your reward? Juicy loot. The Crimson Leviathan drops 1 Boomerfang and 12 Netherite Scrap. Your probably wondering 'What the hell is a Boomerfang?' A new ranged weapon. Upon throwing it, it will leave your inventory and travel in a straight line of a max of 40 blocks, at about a sheep's running speed, then return to you at an equal speed. It will deal 6 hearts of damage, and pierce enemies but only on the return trip. Its one great flaw, however, is it cannot be enchanted, but is unbreakable, due to once being the Leviathan's tooth. I hope you liked my idea! [link] [comments] | ||||||||||||||||
Posted: 11 May 2020 07:36 AM PDT How would you create the farming system depening on seasons for Minecraft Vanillia? I would make each season last 3 days, each day representing each month of the year and all crops would grow during these "months" like in real life. And we would be able to turn off Seasons and Seasonal Farming in Game Rules (the one from 1.16).
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Posted: 11 May 2020 11:09 AM PDT To achieve: Break a bed in either the End or the Nether. What does this tell the player?: That you shouldn't sleep in a bed in these other dimensions due to the explosion it causes. [link] [comments] | ||||||||||||||||
Posted: 11 May 2020 11:05 AM PDT Since RTX is coming to minecraft, I feel water is too cloudy at the top of the texture and they should switch it like they did the glass planes. [link] [comments] | ||||||||||||||||
A New Nether Boss: Decaying Lava Beast Posted: 11 May 2020 08:15 AM PDT Since 1.16 is coming, we need a new boss for the nether, sure we have the wither but that's pretty old and can be defeated easily by most players at this point, I think there should be a boss the inhabits the murky depths of the lava oceans in the nether, only 1-2 should spawn per nether and it should be dangerous and exciting, and make lava trips more dangerous than just falling in, that's why I'm introducing, the Decaying Lava Beast, part lava monster, part wither skeleton. Imagine this:You're walking in the nether and see a strider, you tame it so you can walk across lava pits, as you're riding along the pits the strider stops in its place even though you have the warped fungus on a stick, a hand made of lava and rotten with wither skeleton bones come out, then a large monster, half wither skeleton and half lava comes out and looks at you, you are gonna either half to run, or fight this thing. Attacks: -Hand Crush, it raise its hands up signaling its doing the attack and bring them down on the last position of the player. -Hand Clap, it'll clap its hands together. -Lava Wave, creates a wave of lava that goes towards 1 direction. -Lava Cataclysm, a lava wave that goes in all 8 directions. -Wither swarm, spawns a swarm of wither skeletons riding striders(which could be a like a new jockey) to come attack the player. -Wither Effect(I've ran out of clever names), this would put the wither effect in a certain radius of it and anything in the radius would get the effect, sorta like a lingering potion. Stats: -Hp, Easy is 300, Medium is 500, Hard is 750 -Behavior, neutral until disturbed, that means either it's attacked or you go over it in a strider or swim over it you'll know where it is by lava bubbles floating above the lava where it is. -Size, about 50 blocks y'all, and 25 blocks wide(idk if that would fit in the nether correct me if it doesn't) -Drops, 1000 xp, Heart Of The Nether. Heart Of The Nether: The heart of the Nether is well, the heart of the Nether, I'm thinking it could be used to craft a negative beacon, that doesn't effect the player that created it(I don't think that would be that complicated, they do that for leaves and this would be more complicated to get than leaves so I think it's possible) the negative beacon could just give negative effects. That's my idea, let me know any feedback in the comments, I'm working on art for it now, also any more uses for a heart of the nether her would be greatly appreciated! Edit:Not the best artist but... Here's the drawings [link] [comments] | ||||||||||||||||
Posted: 11 May 2020 12:18 PM PDT Yeah, we got an Ocean Update. But lets be honest, Oceans are still not really worth exploring. Im talking really deep ravines, and maybe in a way different to the normal ravines (with more differencies than that theyre filled with water). Also, think about gigantic Squids that you have to fight like a boss fight. Underwater skeletons would be cool. And more deserted Island like deserted Islands. With palm trees. Making the drowned zombies scarier. Swirls that suck you down, where you have to get creative with surviving. That would be great, at least in my opinion. [link] [comments] | ||||||||||||||||
Posted: 11 May 2020 09:39 AM PDT Villages, but underground. Very rare, and they should have some unique features. I want some suggestions as to what those features would be [link] [comments] | ||||||||||||||||
Improvements to the Ocelot, these are some of my suggestions to improve the ocelot:3 Posted: 11 May 2020 01:41 PM PDT As it is now, ocelots have become dare I say useless because there's no real use to them anymore, before the 1.14 update ocelots were kinda useful since you could tame them to get cats and btw, I'm not saying that making cat's their own mob ruined everything because it's now more easier to get cats now, I'm just trying to say that mojang could've made the ocelot more useful by giving it features that would've actually given it relevance in the game and with that said and done, here are two features for the ocelot:
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Better Potion Ideas (Potion Improvements) Posted: 11 May 2020 03:57 PM PDT Here are some ideas we could add to improve potions beyond where they are right now.
Any other ideas, guys? [link] [comments] | ||||||||||||||||
Zombie villagers are neutral in Easy mode Posted: 11 May 2020 11:04 AM PDT Inspired by this post, which solves a problem I've had before but in a way which makes villagers basically immune to zombies. It's always bothered me that in Easy and Medium mode, zombies have a chance to kill villagers outright instead of converting them. Sure, this results in fewer mobs which makes the game easier, but it also makes it harder for a village to recover from a zombie attack, whereas in Hard it's always possible to cure the villagers (unless the village golems kill them). To me it seems like this feature isn't required because mobs are already nerfed in Easy - the number of mobs can stay the same without making the game too hard. But it does make it harder to defend a village when the villagers become zombies on death. Suggestion: So I suggest that zombie villagers be neutral to players (and possibly villagers and iron golems as well) in Easy, and have a cooldown before becoming hostile in Medium. This way villagers could be converted to zombies 100% of the time in lower difficulties without making village defense too difficult. [link] [comments] | ||||||||||||||||
Posted: 11 May 2020 03:35 PM PDT Clouds Have always felt weird and unnatural to me. Many people play with clouds turned off Because they Look weird or phase through you build. Here are some basic changes That I would make to the to make them seem Normal or even cool. 𝐓𝐡𝐞 𝐈𝐧𝐬𝐢𝐝𝐞 As of right now in minecraft, You can go inside of a cloud and see... Nothing ... That has got to change, From now on When inside of clouds, Your screen will be foggy. 𝐔𝐧𝐢𝐪𝐮𝐞𝐧𝐞𝐬𝐬 Cloud generation should change that Instead of Big chunky Block clouds, they would be 1/4 The size, This would make them more interesting. Clouds should also be able to generate higher by a few blocks( 1-10). 𝐒𝐡𝐚𝐩𝐞𝐬 Clouds should have a rare chance at spawning In the shape of a flat animal or mob. Imagine looking up and seeing a cloud rabbit, or the signature creeper face in the sky. 𝐂𝐨𝐥𝐥𝐢𝐬𝐢𝐨𝐧 This is an important one, probably why most people turn clouds off, Clouds currently phase through block, causing your skyscraper to be a fog machine(at y level 127 at least). Here is my proposal, I think that clouds should collide with full blocks, and when they hit a full block, they stop, and fade away. Clouds would still be able to pass through non full blocks like fences, slabs, and leaves. 𝐑𝐚𝐢𝐧 𝐖𝐚𝐫𝐧𝐢𝐧𝐠 In Minecraft when it starts to rain, The clouds instantly turn gray and cover the sky. Here Is my Idea: The day before and after it rains, The sky will have 50% more clouds and they would be light gray. 𝐋𝐢𝐠𝐡𝐭𝐧𝐢𝐧𝐠 A small nice detail I would like to add is when it is thundering, you should see electrical currents in the cloud signaling that it is a Lightning storm. 𝐑𝐚𝐢𝐧 𝐇𝐞𝐢𝐠𝐡𝐭 When it rains in Minecraft, For some weird Reason, It is raining ABOVE THE CLOUDS... So here is what I suggest: The rain should only start at (Y Level 127, aka cloud height) and only If there is a cloud there.( Which there should be unless obstructed by a solid object 𝐓𝐡𝐞 𝐒𝐤𝐲 (𝐏𝐚𝐫𝐭 𝐭𝐰𝐨 𝐨𝐟 𝐭𝐡𝐢𝐬 𝐩𝐨𝐬𝐭) The sky goes up forever in minecraft, so here is a unique idea From Now on There will be a biome that spawns everywhere in the overworld from y-level 150 to y-level 255 called Space's Edge. In Space's Edge It would never rain and you would have a jump boost effect. 𝐒𝐩𝐚𝐜𝐞 Space would be a biome that spawns from y-level 256 and up. While you are in space, you will take suffocation damage UNLESS you are wearing a respiration helmet. You would still not be able to place blocks above y-level 256. In space, It would appear like it was night-time, and there would be no blue in the sky. Now I know this is on the fps list, but I'm not suggesting space travel, merely space. Anyway, These are some Ideas That would be cool to have In minecraft, and personally ANYTHING is better than what we have currently. TL;DR Clouds should be more unique, by having dynamic shapes, and being able to collide with a solid block.The sky should also be changed by having the empty void above y256 be a space biome. [link] [comments] |
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