Minecraft Ancient Debris should be a directional block |
- Ancient Debris should be a directional block
- [Please read before voting please] - Duckweed
- Naturally generating villages have a chance to spawn with leveled up villagers.
- Babies of mobs like wolves, cats, ocelots, etc should play with each other.
- Concrete powder should become concrete when hit by splash water bottle
- Bone meal sound affect.
- Running over a mob with a horse should do damage
- Drowned horse variant of the zombie horse
- Pressing F2 should take a screenshot and copy it to the clipboard
- Bot to mojang feedback/suggestions page
- new biome- luscious fields.
- Curse of aggression
- Throwing an ender pearl onto a bed puts the player in the bed
- Getting launched into a block should hurt the player
- Background Music Selector
- We Need Penguins!
- Dungeon bricks
- A new biome : The overcast forest.
- Another (almost) cave exclusive mob: the black bear!
- Moss hue depends of biome
- New Crossbow enchantment: Leaping Arrows, will make crossbows finally equal to bows.
- New Mob idea: Rocky zombie
- Shift-Clicking name tags in creative will give effects while hiding the name/keeping it nameable
- Iron Golem patrols
Ancient Debris should be a directional block Posted: 05 Jun 2020 06:58 AM PDT Ancient debris could be used for some pretty creative stuff if you were able to place it directionally. Feedback Link: https://feedback.minecraft.net/hc/en-us/community/posts/360067939531-Ancient-Debris-should-be-a-directional-block Might be awaiting approval when you press the link [link] [comments] |
[Please read before voting please] - Duckweed Posted: 05 Jun 2020 01:37 AM PDT What is it? Duckweed is an aquatic plant that only appears in swamp biomes. It is a green vomit-ish coloured kind of plant that can cause sickness by swimming in it. It can only spread over still water, and not flowing water. Almost any entity swimming in duckweed save for undead, spiders, any future swamp creatures can induce non-fatal poisoning (0.5 to 5% chance) depending on difficulty on themselves. Duckweed has a 20% chance of adding a layer of compost to a composter. As Endermen hate water, they also hate duckweed too, and will not come near it within 5 blocks of it. Duckweed can also generate on wood blocks. Duckweed can be placed on almost any natural block, but will not spread without sunlight and water (must be on a water source block). https://www.feedipedia.org/sites/default/files/images/duckweeds_duckling.jpg There is a red variant, but this is exclusive only to dry/warm biomes (Since the Nether doesn't have water in it, this dimension does not count) Maybe there could be a decorative purple variant for the End when regular/red duckweed is placed on End blocks like End Stone for example. This would look so cool. Purple duckweed is called Enderweed. Duckweed cannot be destroyed by flowing water. Instead, it gets waterlogged. Fertilising Duckweed can be harvested and combined with bonemeal in a crafting recipe to create a better fertiliser. This fertiliser has a higher chance of creating rare flowers. For example, in the Nether, you get a 3% chance to get a wither rose. If in a soul sand biome, you can create soul plants and soul pumpkins. Using it on lilypads will make more of them. Spreading Duckweeds spreading works like this: (Green and purple duckweed variants only): Dry biomes: 0% chance Humid/Swamp biomes: 12% chance Plain/River biomes: 2% chance Cold biomes (non-snowy): 0.3% chance Snowy biomes/Cold sea biomes: 0% chance Tropical ocean biomes: 5% chance (Red duckweed only): Dry/warm biomes: 10% chance Crafting Duckweed cannot be crafted, it must be found naturally in the Overworld. Duckweed uses the same colourmap as fauna and flora/grasses do in the game. Using a full 3x3 crafting grid of duckweed will create 1 slime block. Duckweed can also be used in the sticky piston recipe as an alternative to slimeballs. Can also be crafted into lime green dye. Red duckweed can only be crafted into red dye. As a food item Duckweed (and its red variant) can be eaten, but it will restore the same level of hunger/saturation as a spider eye. It has a 60% chance of inflicting hunger and a 80% chance of inflicting poison. May also inflict weakness (1% chance) So don't eat it. Variants Green - can survive in almost all biomes but dry or snowy and hot. Red - Same as green duckweed, shares same mechanics, but can survive in mesas and hot biomes as a little reference to rust (not the game, but corroding metal). Cannot be found/cannot spread or generate in any other biome but dry/warm. Inflicts same effects as green duckweed. The red duckweed cannot be used to craft anything but red dye. As a potion You can brew potions of poison with duckweed. This can be used as an alternative to spider eyes on peaceful difficulty, or if you are vegan. Red duckweed cannot be used for brewing. [link] [comments] |
Naturally generating villages have a chance to spawn with leveled up villagers. Posted: 05 Jun 2020 05:25 AM PDT Every village a player comes across will always only have novice villagers which give mostly horrible trades and nothing interesting. It would be nice to have an occasional apprentice or even an expert villager on rare occasions spawn in generated villages to give a bit more variety to villages and it makes more sense cause why would every single village not have at least one skillful worker. I understand that leveling up villagers is a main part of trading but are villagers really that stupid to not be able to progress without the player. [link] [comments] |
Babies of mobs like wolves, cats, ocelots, etc should play with each other. Posted: 05 Jun 2020 10:25 AM PDT 1.16 added this for baby piglins and hoglins, and I feel it would be absolutely adorable if babies of Overworld pet mobs play with each other by running around in circles around each other and standing on their hind legs. They could also ride on the backs of mobs such as llamas, cows, wolves, turtles, horses and their variants. As always, thanks for reading! :) [link] [comments] |
Concrete powder should become concrete when hit by splash water bottle Posted: 05 Jun 2020 10:23 AM PDT Exactly what it says. It could be more convenient in certain situations than using a bucket. Maybe a lingering water bottle could change several concrete powder in a certain radius. [link] [comments] |
Posted: 05 Jun 2020 07:11 AM PDT I think it just feels weird that bone meal makes zero sound affect when it looks like it should. I believe that using bone meal on anything should produce the same sound affect as when you put something in a composter. [link] [comments] |
Running over a mob with a horse should do damage Posted: 05 Jun 2020 08:26 AM PDT it would make sense, that was the original se for horses in real-life, they would trample over large numbers of enemies while the rider was charging through. It seems as if they either attack you, or if you have a shield, they just get thumped off, but if mobs took damage then it would be really fun just killing entities with the horse. [link] [comments] |
Drowned horse variant of the zombie horse Posted: 05 Jun 2020 09:50 AM PDT There is currently a mob called the Zombie Horse that is in the game. It is only found in the creative inventory. Since zombies drown after submerged underwater for extended periods of time, it would make sense that the zombie horse behaves the same as well. Once the zombie horse drowns, it turns into a drowned-like variant. It moves very quick underwater and can swim like a drowned. This would be useful since the skeleton horse cannot swim in a straight line. How would zombie horses spawn? In the night, when zombies raid villages, they have a chance of infecting and mounting a zombie horse. This would give a way for them to spawn in Vanilla survival. [link] [comments] |
Pressing F2 should take a screenshot and copy it to the clipboard Posted: 05 Jun 2020 11:40 AM PDT It would save time and it would be much easier to send it to someone. [link] [comments] |
Bot to mojang feedback/suggestions page Posted: 05 Jun 2020 06:11 AM PDT Can we get a bot that auto links on every post that goes to the mojang feedback/suggestions page so they could use it in the game legally [link] [comments] |
Posted: 05 Jun 2020 04:27 AM PDT Sort of similar and sort of the opposite to the mooshroom Islands, this biome would look similar to plains. If you put grass down then it would look extremely green and lush. The tree's would be a little taller oak trees, but only as occasional as a plains. Random tick speed for saplings, mushrooms, food like wheat, carrots and melons, and flowers is drastically increased. Basically most things that grow, grow fast. This includes baby mobs, they would grow up faster. Passive mobs would also spawn a lot more commonly. However, on the ground it isn't grass, but a new block called luscious green. It would look sort of like light green terracotta and grass mushed together. It would be uncraftable, and have the mining speed of something like ancient debris. This would make terraforming using this block very hard. This block would give off a light level of 5, making this biome very bright and visible at night. Now this biome does sound perfect but the downsides are: hostile mobs spawn more often. This biome is very rare. It can only spawn if there is a cross between a coral ocean reef thing, a jungle, and a flower forest. Even then it would have a 2 percent chance of spawning. And there are no ores, stone, caves, spawners or any underground structures. Every single block under this biome is luscious green. No overground structures can spawn either, no naturally generating structures. Btw, I'm not happy with any of the names really, so if you have any names for "luscious green" and "luscious fields" then let me know. [link] [comments] |
Posted: 05 Jun 2020 01:01 PM PDT The curse of aggression will be a new curse enchantment. Any player with a piece of armour with this curse will have all neutral mob in a certain radius (except tamed mobs) become hostile to the player. This radius will increase depending on the number of armour pieces with the curse worn. This enchantment is not a reverse of an existing one. It has a variety of uses. In pranks (in tandem with curse of binding, perhaps), in future use in farms that rely on aggression of neutral mobs, and could also be used in minigames. In conclusion, I believe this curse would be a decent addition to the game, and would be about as useful as the other curses in general survival gameplay. [link] [comments] |
Throwing an ender pearl onto a bed puts the player in the bed Posted: 05 Jun 2020 03:01 PM PDT Really simple. The ender pearl moves the player. If thrown at a bed during a thunderstorm and/or at night the thrower should be placed in the bed. It doesn't work and instead places the player standing on the bed if it's day and the weather isn't a thunderstorm, if a villager is in the bed, or if another player is in the bed. [link] [comments] |
Getting launched into a block should hurt the player Posted: 05 Jun 2020 02:49 PM PDT Pretty self-explanatory. You get launched at high speeds with a slime block straight into stone? That would hurt. Of course, certain blocks should have more or less damage, as it wouldn't make sense for wool to hurt as much as netherite, the hardest metal in the game. [link] [comments] |
Posted: 05 Jun 2020 02:36 PM PDT Honestly, I'm a fan of the old volume alpha (especially living mice!), so the new ones that have been playing aren't the best. I think that if you want to choose which songs, new or old to play in the background, so say I want "Mice on Venus" to play, but not "Aria Math" to play, I can flip a switch in the settings to stop said track from playing. [link] [comments] |
Posted: 05 Jun 2020 11:50 AM PDT Right now in the frozen ocean biomes the only mob we have is the polar bear. I think penguins would make a cute and quirky addition, kind of like how pandas are to the jungle/bamboo forest. They could dive into the water and swim, or waddle around on the flattened ice surfaces. Similar to how foxes hold items in their mouth, there would be a chance to see a penguin holding raw cod or salmon in their mouths. You wouldn't be able to tame them, and they wouldn't be scared of you. Instead you could breed them similar to turtles, but instead of laying the egg and leaving it uncovered, the penguin would waddle around with the egg tucked in between its feet. When the egg hatches, you get the advancement "Happy Feet", which would reference that movie. [link] [comments] |
Posted: 05 Jun 2020 11:07 AM PDT Dungeon bricks are a new building block. They are older and darker bricks, which could be used in some kind of dungeon or darkish buidling. They are crafted using 8 stone bricks and one blackstone. The carved variant shows a zombie. The block also has a slightly higher explosion resistance then normal bricks. [link] [comments] |
A new biome : The overcast forest. Posted: 05 Jun 2020 11:45 AM PDT When looking at minecrafts biomes, youll find that none of them are really dangerous. This is because there are no natural dangers and no biomes with increased mob spawn rates. Lets change that. Description : The foggy forest is a pretty open forest that consists out of oaks and rarely dark oaks. It has a lot of lakes and ponds with a lot of lillypads and less sugarcane. Rivers also can be found here more commonly. The terrain is prett flat, but it has some straight hills that are hard to climb. Unique features: There is a thick layer of clouds above the forest, making the sun only come through rarely and making the chance of rain be higher. This allows for mobs to spawn. The mob spawning is changed too. Zombies and skeletons spawn even more commonly, but have a maximal count in every chunk. This way the forest wont be crowded. Creepers will only spawn in certain locations, this will be explained later. There are rare periods when the sun comes through, illluminating a few chunks. Structures: This biome has unique structures. There are stone floors on the ground, with little ruins on them. They consist of bricks and iron bars, but could also be made of dungeon bricks, which is another suggestion I made. They also have ruined bricks between the hills, over the rivers and into the lakes, and giant treestumps with fireflies flying around them (they will be explained later). Another thing are creeper statues, that are the only places where those can spawn here. Pillager outposts are rare here. Mobs/Vegetation: There are fireflies in this biome, which do not do much and are just a few particles. They avoid light. There is a new plant here too, the lightstalk. It looks like the glowplants in the creeper forest from MC dungeons, and behaves like them, but also has some tweaks. It blooms when there is sunlight shining on them, wont hide if you have the glowing effect and hide if its raining. Fern and high grass are common here too. Why implement this? Minecraft needs more biomes and also some dangerous ones. This biome isnt too crazy, but also differs from the forest enough to be its own biome. The fact that its pretty much always night and the tweaked mob spawning makes it interesting too. Give me feedback and suggestions in the comments, i will include your ideas in the post. [link] [comments] |
Another (almost) cave exclusive mob: the black bear! Posted: 05 Jun 2020 02:12 PM PDT Black bears would be neutral mobs with 25 hearts that spawn in caves and rarely in roofed/dark forests above y=35 they would have 2 attacks a bite attack exclusive to normal and hard doing 8 hearts and 12 hearts of damage respectively the animation of this attack would latch onto the player giving them the chance to attack the bear and a simple scratch doing 2-3 hearts on easy 3 hearts on normal and 4.5 hearts on hard they could be bred and tamed with 5-22 salmon and when tamed can be ridden and will attack hostile mobs close to you. speaking of hostile mobs they would avoid black bears not wanting to be slashed in the face as if a hostile mob is within 5 blocks of a black bear it would become hostile unless its a baby mob. Black bears become hostile to anything within 3 blocks of their baby bears. this would finally add a mount that would attack mobs and would add another bear (I will be working on a bear to finish the trio... if you know what I mean). [link] [comments] |
Posted: 05 Jun 2020 10:22 AM PDT "Mossy cobblestone moss should change it's hues of green depending on the biome, similar to grass blocks" [link] [comments] |
New Crossbow enchantment: Leaping Arrows, will make crossbows finally equal to bows. Posted: 05 Jun 2020 01:10 PM PDT As many people have no doubt noticed, crossbows can't have power, punch, flame, or infinity enchantments. This makes them vastly inferior in terms of damage to that of bows. Crossbows also have somewhat random damage, which doesn't make any sense, as crossbows aren't a charge weapon, their string always latches in the same spot. So, I think "Leaping Arrows" enchantment would be a good way to make crossbows useful. When approaching an arrow that has already been shot from a Leaping Arrows crossbow, it will "jump" towards you to try to attack again, the jump has about the same range as when an arrow bounces off a shield, but it won't approach you unless you're within 5 blocks of it. The damage of a Leaping arrow is 7.5% the normal crossbow damage. However, every level will increase the damage dealt, and every 5 levels increases the times it can jump by 1. If you had piercing, the arrows could hit you twice. Level 1: 7.5% regular damage on jumping arrows Level 2: 15% regular damage on jumping arrows Level 3: 22.5% regular damage on jumping arrows Level 4: 30% regular damage on jumping arrows Level 5: 37.5% regular damage on jumping arrows, and it can jump twice. That's either if it misses, or if it passes through a target with piercing. It's also very rare to get. This CAN also hit you, too. However, when you have invisibility and sneak, the arrows won't "notice" you approaching. This is a good enchantment for making traps for other players. [link] [comments] |
Posted: 05 Jun 2020 11:55 AM PDT So people didn't like my last idea because it was too complicated and villagers don't hunt so I made a simple variant of a mob the rocky zombie! It would spawn in caves under y=30 and be slower than normal zombies but have 15 hearts and 5 armor points (if you didn't know normal zombies have 2 armor points) and do 1-2 hearts of damage on easy 2-3 hearts on normal and 3.5 hearts on hard they can also be spawned from zombies that stand on concrete powder as it turns into concrete. they would drop 0-2 rotten flesh and 3-7 stone (not cobblestone) and if made from a zombie on concrete powder 3-5 grey concrete. the addition of this mob would make stone renewable and a new (almost) exclusive mob to the caves. Thank you for your time. [link] [comments] |
Shift-Clicking name tags in creative will give effects while hiding the name/keeping it nameable Posted: 05 Jun 2020 12:51 PM PDT this way you can have a jeb sheep, johnny, or a toast rabbit with a different name. [link] [comments] |
Posted: 05 Jun 2020 08:26 AM PDT Like Pillager patrols, iron golems will sometimes spawn in groups of 3 around your world. The golems would have different behaviors than normal golems, they will stick together and attempt to go for the same enemy. All the golems will automatically agro to you if you hit one, and if you manage to kill one, you'll get a new effect. Something along the lines of "Villagers Rage" which will act like bad omen in that it'll go away once you enter a village. The effect will make the villages iron golem attack automatically and give you bad deals for a few minutes. Golem patrols would explain how pillagers sometimes have locked up iron golems, but all villages have golems. It would also show that villages are trying to stop raids before they happen. [link] [comments] |
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