Minecraft Two people should be able to ride 1 horse |
- Two people should be able to ride 1 horse
- Redstone Dusted Piston
- Prismarine shards should be able to craft arrows that function underwater
- Striders should be able to only breed in lava
- Possibility for a village to spawn with a non abandoned mineshaft
- If a Dungeon Spawns in a Desert, it Should be a Husk Spawner and not a Zombie Spawner
- Splash/lingering potions inherit the player's momentum when thrown.
- All sides of a magma block should do damage
- Zombies wielding shovels should have a chance to drop dirt/sand/gravel/podzol etc.
- More ways to obtain the Trident!
- Switching between the old and new fall damage sound should be an option in the sound settings.
- The overworld side of nether portals should produce the particles of the biome they connect to
- Giant caves in extreme hills biomes
- Beacons inside Nether should have Fire Resistance instead of Resistance
- The New Woodland Mansion - Bringing this structure back onto the map.
- Add a /flyspeed Command
- Agriculture Update that what we need
- Background Music for Overworld Biomes
- Books from trading should have a chance of multiple enchants
- "Metal on Metal" An anvil advancement
- Signs mined with silk touch should keep their text
- Butchers and weapon smiths should smelt stuff in their furnaces and if one sees you steal from it, the iron golem should come at you and the villagers should refuse to interact with you.
- Villagers should not link too beds/work stations if they can not path find to it.
- New Enchantment: Soulfire
Two people should be able to ride 1 horse Posted: 17 May 2020 09:25 AM PDT |
Posted: 16 May 2020 09:49 PM PDT A redstone dusted piston would be another piston variant. It would work just like how a normal piston would work, except the extended part of the piston has redstone on it, and will soft power any block it comes into contact with. The redstone on the redstone piston will only be activated when the piston is extended, and much like the slime on a sticky piston, the redstone dust will only be on the texture. You would craft it by putting some redstone dust above a sticky piston in either a crafting table or your 2x2 inventory table. It would look just like you would expect, a piston with redstone dusted on the actual piston part [link] [comments] |
Prismarine shards should be able to craft arrows that function underwater Posted: 17 May 2020 01:01 PM PDT The crafting recipe is the same as a normal arrow, but flint is swapped out with one prismarine shard. These new arrows can function underwater, rather than dropping after 8 blocks like a normal arrow. The only difference in function is they don't fall as much as a normal arrow would in the air, since logically it's easier to drop in air than water. I think this would be great since there are currently no ranged weapons for underwater, besides the trident. But the trident is very hard to attain, especially in java, and it could be said that netherite is more attainable. And I'm aware that some people with guardian farms would have easy access to these arrows, but I don't think this is something that would make combat too overpowered since underwater combat isn't really an in demand thing. Feedback? [link] [comments] |
Striders should be able to only breed in lava Posted: 17 May 2020 09:58 AM PDT I dunno what to say here, but for sure they should only breed in lava. I can't really explain this is in words but they shouldn't be able to breed when they're cold. [link] [comments] |
Possibility for a village to spawn with a non abandoned mineshaft Posted: 17 May 2020 02:21 AM PDT These mine shafts would be fully intact, and not yet finished. The area around this mineshaft would be rich with a particular type of ore (some may be iron, coal, gold etc.) This is just a random idea, and definitely needs refinement. It wouldn't make sense to have a mineshaft when villagers don't mine. But then again, blacksmiths spawn with blast furnaces and they don't smelt items. There is a lot of stuff you could do with this but I think it gets too complex past a certain point. For example, the type of mine could villager prices for that type of resource - I think this makes sense but wouldn't really fit into minecraft. Thoughts? [link] [comments] |
If a Dungeon Spawns in a Desert, it Should be a Husk Spawner and not a Zombie Spawner Posted: 16 May 2020 06:22 PM PDT Doesn't change much (besides no burning in sunlight), but it would be cool and makes sense [link] [comments] |
Splash/lingering potions inherit the player's momentum when thrown. Posted: 17 May 2020 10:04 AM PDT Essentially, sprinting and jumping (and others, like elytra or minecarts) each grant boosts to the potion's range. One of the major limitations of splash potions is their range, which is minuscule at best. Negative potions almost never even reach the target you're aiming for. So, in order to make them more viable, I propose this change. It is intuitive, logical, balanced, and also has a high skill cap. Skilled players would be able to time their jumps perfectly, in order to maximise the range, and therefore effectiveness of potions in combat. I also feel that this would be a much better mechanic than a draw mechanic similar to bows, for the above reasons. As always, thanks for reading! :) [link] [comments] |
All sides of a magma block should do damage Posted: 17 May 2020 03:16 PM PDT Currently, only the top of the magma block will cause damage to an entity. The advantages of having all sides deal damage would be that it is easier to kill spiders or stop them climbing up walls (it would open up better ways to create spawner farms in particular). I believe that the disadvantages (more difficulty moving around in the nether) are enough to balance this, as it's quite a niche feature. [link] [comments] |
Zombies wielding shovels should have a chance to drop dirt/sand/gravel/podzol etc. Posted: 17 May 2020 04:25 PM PDT It would make sense as these zombies had ground materials before they actually turned into zombies, as their shovels have low durability. This also would add a rather inefficient way to farm these materials. It would clearly not work too good -because zombies wielding shovels are rather rare-, but it would still be possible. I am not sure if these drops should be even more rare, i personally think if 50% of the shovel zombies dropped these materials, it would be perfect, but feedback appreciated. [link] [comments] |
More ways to obtain the Trident! Posted: 17 May 2020 07:31 AM PDT We all know that Tridents are a cool weapon, but one of the thing that makes in undesirable is how grindy and boring it's to get it... Drowneds currently have the standard chance of dropping their equipments of 8.5% which is perfectly fine, BUT drowneds only have 6.5% of actually spawning with one and don't forget that caves exist in the oceans so the mob cap will oftenly be occupied by other mobs meaning that you will need ha LOT of effort and even more luck to actually put you hands in a Damaged Trident! Really fun right? Nope... Even getting a Netherite Sword is quicker and easier than obtaining a Trident... So, what's my suggestion? •Since AFK Fishing was greatly nerfed in 1.16 what about adding Tridents on the Treasure loot table? Obviously under the same conditions of Treasure Bows and Fishing Rods: Greatly Damaged but decently enchanted! There would also be the risk of getting a Cursed Trident so that would be fair. •Rare chance of obtaining a Trident(with full durability) in Buried Treasure Chests! That would require the player to explore and have the luck of getting one in the Chest. •Increasing the chances of Drowneds spawning with Tridents to 7.5% would also be interesting. This things would make the Tridents still rare enough but not rare to the point of being frustrating. [link] [comments] |
Switching between the old and new fall damage sound should be an option in the sound settings. Posted: 17 May 2020 03:15 PM PDT This is just a really small thing, but I kind of like the old Fall damage sound (and it's also a bit of a meme) so this could be a really cool option. [link] [comments] |
The overworld side of nether portals should produce the particles of the biome they connect to Posted: 17 May 2020 12:18 PM PDT They'd keep the purple particles, but also product the type that spawns in their nether equivalent's biome, IE the ash from Deltas, the petals (?) of the warped and crimson forests, and maybe soul speed souls particles for the Soul Sand Valley [link] [comments] |
Giant caves in extreme hills biomes Posted: 17 May 2020 03:56 PM PDT The extreme hills biome has some nice views but is otherwise pretty mundane, i think it would be great if they utilized the giant in these biomes "giant caves" could perhaps be a large cave with lots of zombie spawners and one big room with a giant and lots of good tier loot chests. I dont think they should be common as that would provide lots of loot early on, i think it might also be good if the cartographer sold a "giant cave map" this could help with locating them. [link] [comments] |
Beacons inside Nether should have Fire Resistance instead of Resistance Posted: 17 May 2020 03:01 PM PDT Since beacons are old and not touched for a while, I was thinking that in Nether they should give Fire Resistance instead of usual Resistance you have. This would make Beacons significant in Nether, well at least a bit more [link] [comments] |
The New Woodland Mansion - Bringing this structure back onto the map. Posted: 17 May 2020 01:56 PM PDT Some time ago, before the Village and Pillage update, I made this post: https://www.reddit.com/r/minecraftsuggestions/comments/aox4f9/its_probably_too_late_now_but_evokers_and/ In that post, which, of course, is my most controversial post, I raised the problem of the redundancy that the woodland mansions suffered due to the village and pillage update. Now, I hate to sound like I have a Thanos complex, but what I predicted came to pass. However, I believe that while I was right about the problem, my solution was not the right one. Having experienced raids in-game for a while now, I think they are great as they are, so this post will only suggest one change that would affect raids. That is that evoker should not drop totems of undying. At the moment, they are too easy to get, and way too easy to farm. They need to be made into a special item again. So, the new woodland mansions should feature new versions of evoker and vindicators called arch vindicators and evokers. They can be seen in the picture for this post, with the arch evoker in front, and the arch vindicators behind. These mobs would be significantly stronger than their raid counterparts. For arch vindicators, I propose that they run faster, do more damage, have more health and have enchanted axes. The axes should be enchanted with knockback II and possibly even knockback III, making them the only items which can have that level of knockback, and only being available from these arch vindicators. For arch evokers, I'm saying they should have more than twice the health of regular evokers, making them actually take more than a few hits to go down. They should also be immune to projectile damage, as they are way too easy to kill with a bow. Of course, they would now be the mobs to drop the totem of undying. To make the totems renewable, after they die, I think that they should simply respawn after a few days in a dramatic animation. After all, they do have an item called a 'totem of undying' I believe they should also be able to control zombies (this is based on a post by u/mushirmickeyjoe ) These zombies would move slightly faster than normal zombie, giving them a sense of purpose. This speed boost would not apply to baby zombies, though, because no. This imgur post contains some features and behaviours I think should be found in the mansion: https://imgur.com/gallery/avbCt7B And this is the post about mind controlled zombies: https://www.reddit.com/r/minecraftsuggestions/comments/b3sh7p/evokers_are_able_to_take_control_of_zombies/ Thanks for reading, please share your thoughts about this in the comments! [link] [comments] |
Posted: 17 May 2020 01:47 PM PDT Adding a fly speed command can be very useful for creative building. I was thinking that it could be: /flyspeed {1-10} 1 would be the current fly speed while 10 would be 10 times the speed. Thank you for reading. [link] [comments] |
Agriculture Update that what we need Posted: 17 May 2020 04:01 PM PDT Update Goal: Strengthen the player's investment in farming, balance the proportion of farming and adventure, enrich number of agricultural products. We need four aspects to reach the goal.1. Increase the difficulty of farming2. Add grafting3. Increase the number of crops4. New Agricultural Tools5. Weather influence1. Increase The Difficulty Of Farming(1).Extend crop maturity time (2).Nutrient level of cultivated land (3).Sick crops (1).Extend crop maturity time Set the maturity time of all kinds of crops from 15 days to 1 month. (2).Nutrient level of cultivated land Dirt block and Podzol block have different level of nutrient,Podzol block has more. The higher of nutrient is, the faster the crop grows. Different crops comsume level of nutrient,player can use bonemeal to increase the level of nutrient of dirt block or podzol block that helps crops grow faster. The texture of dirt or podzol block will change when the nutrient is lower. This will make player know what level the nutrient is. (3).Sick crops most likely happends when the nutrient is not enough. Player can use bonemeal to heal it. 2. Add GraftingDifferent crops can be grafted by grafting frame. Player need to place the wooden frames on the two different crops. Than the crops can be spread and mixed through the grafting frames. After successful grafting,crops can have two different fruits but the crop can comsume more nutrient. Sick crops can spread through grafting frames,too. Player need to take care of this. 3. Increase The Number Of CropsIncreasing crops allows players to plant a variety of crops, ensuring that players have different harvests of crops to fill their stomachs during the long growth period of other crops. Add corn, tomatoes, cucumbers, rice, lotus roots (grown in the roots of lotus leaves,a common food in asian), strawberries, blueberries, grapes and other plants. 4. New Agricultural ToolsAdd the "Sickle". The sickle can instantly harvest fruits and seeds, and retain the roots of the plants. and cancel the left key to destroy the the crops instantly. Add Enchanting Of Sickle Harvest: Increase the number of fruits drops and seeds drops. Slash: increase the harvest range and attack range of the sickle. 5. Weather InfluenceCrops grow faster in the rainning day. Full moon can give a good buff for speeding up the growth . Add Red moon to give a bad buff for increase the chance of sick crops and slows the growth. Summary: Agricultural update can force players to invest more time in farming, and farm management will become a more critical part of survival. In the early time of the player 's survival, when the crops are not yet mature, the player can obtain food through exploration or fishing and gathering more seeds of plants. When the scale of the farm is small, player need adopt grafting technology to expand crop output, or plant more crops to expand crop output. In the end, The farm will be much more colorful then it used to be. [link] [comments] |
Background Music for Overworld Biomes Posted: 17 May 2020 06:45 AM PDT While I was playing Minecraft with the new snapshots of the Nether Update visiting each and every of the new biomes, one of the most fascinating things about these new biomes is the background music. Rubedo, Chrysopiea, and So Below fits so well in their respective biomes, giving these biomes a mysterious, eerie and alien atmosphere that fits so well in the Nether. Therefore I've came up with this idea, Background Music for the Overworld Biomes. With the new Nether Update as well as the Aquatic Update with the Oceans and the Nether having their own background music track, the Overworld music seems kinda bland and boring (though I love the calm soundtrack, it just doesn't seem to fit with the atmosphere of most of the biomes in the Overworld). I'd love to hear new and varied music in the Overworld. Calm soundtrack is nice for the Plains and Forests Biomes but for other biomes like the Jungle, Desert, Or the Tundra, a music that fits with the atmosphere of each of those biomes would be brilliant! I made a list to describe these kind of music that, in my opinion, would fit in with the atmosphere of each of these biomes and give the players a unique and different feel when visiting these biomes. Music: Thanks for reading my suggestion! If there are any biomes that I forgot to include in this list, just comment down below. I wish you a Great and Musical Day! [link] [comments] |
Books from trading should have a chance of multiple enchants Posted: 17 May 2020 03:43 PM PDT When you enchant a book or tool in an enchantment table it has the chance of getting more than just the enchantment shown. When trading with librarians this should be the same. Let's say you have a sharpness villager. It would still always sell sharpness but occasionally the book might have other things on it. [link] [comments] |
"Metal on Metal" An anvil advancement Posted: 17 May 2020 11:30 AM PDT There is an advancement for enchanting, there is one for killing two phantoms with a piercing crossbow, but there isn't one for the anvil. The name could be changed, i'm not very creative, but there should be an advancement for the anvil [link] [comments] |
Signs mined with silk touch should keep their text Posted: 17 May 2020 01:13 PM PDT This would give having silk touch on an axe more use, and would be useful if you have to move a lot of signs. The signs would only stack if they had the same text [link] [comments] |
Posted: 17 May 2020 04:20 PM PDT The problem with MC in my opinion is the world very much does revolve around you and it would be nice if you kind of felt more like a dot on a map then a god with all these powers. I think this would be interesting to happen and idk it could be polished to be a bit more fair. I also think that more iron golems should spawn in these villages because they are technically protecting the villagers from a threat. [link] [comments] |
Villagers should not link too beds/work stations if they can not path find to it. Posted: 17 May 2020 01:43 PM PDT That way you can build in/next to a village without them breading and steeling your bed or prevent them from linking to work station you don't want them to (like one linking to a barrel instead of a lectern). Currently if a villager links to a bed/work station it can't access, anger cloud particles appear above its head. If they wouldn't link to beds/work stations they can't access it might make things easier for both builders and exporters (you monsters). Edit: exploiters not exporters. You're still monsters. [link] [comments] |
Posted: 17 May 2020 03:39 PM PDT Simply put, this enchantment would be the same as a blue fire aspect, BUT for every heart of damage dealt to the opponent, half a heart is given to the agressor. Pending approval, but here [link] [comments] |
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