Minecraft End shipwrecks |
- End shipwrecks
- Tabs of the advancement menu should become gold when you have 100% completed them.
- New enchantment for pickaxes: Fragmentation
- The Glowing Effect Should Display on Your Hand
- Iron Golems in pillager cages should be cracked and overgrown since pillagers abused them and didn't take care of them!
- Arrows shot from an enchanted bow should be visibly enchanted.
- Banners and book and quills
- [META] add “piglins not attacking you when you open your own chest” to the FPS list
- Making soup with cauldrons
- Way to see if a player has ever switched to Creative or how many blocks have been placed in creative.
- A new achievement: Two can play at that game
- Making Minecraft VR a better port: A small, difficult, rewarding list
- Crafting recipe notifications are disabled in creative mode
- Make your skin library in the Java launcher save to your account
- If you place a hopper in the piglin bastion then they get made at you
- Cancel Button
- Piglin Wars.
- Assassin
- Tag #lighting_block
- Hunter enchantment
- Iron golems in pillager cages should be berserk and much more dangerous
- New Enchantment: Silencing
- A way to change the panorama on the main menu screen
Posted: 12 Jun 2020 02:57 AM PDT End ships are a really cool structure, but I think it's odd that they're limited to end cities, because that only makes the rest of the end look even more empty. I know the End is supposed to be a barren dimension, so end ships flying in the middle of nowhere wouldn't work. However, I think that end shipwrecks would fit the dimension really well and give players more stuff to explore. There would be 3 different variations of this structure: - lying on it's side (something like this but an end ship) - horizontal but severely damaged, specially on the front and bottom of the ship - broken in half (imagine something like this but with the other half and as an end ship) They would have decent loot, but not as good as regular end ships: - 20% chance of having a broken elytra (incentivizes players to use phantom membranes to repair them) - Same equipment, but severely damaged and in slightly less quantity - Resources like diamonds generate the same way Regular End ship loot for comparison End shipwrecks would also be a good way of introducing cracked purpur. It's exactly what it suggests and there's not much to say about it. It would be a nice way of making purpur builds have more detail and look more damaged. I don't think end cities need to have it but end shipwrecks would look much better. I want to thank u/Axolotl888888 for helping me brainstorm this idea (not sure if I got the name right) (EDIT) If you want you can also vote in the feedback website [link] [comments] |
Tabs of the advancement menu should become gold when you have 100% completed them. Posted: 12 Jun 2020 08:54 AM PDT The tab would become the same color of gold as a completed advancement and since the tab bleeds into the rectangular menu, the UI for that advancement tree would become gold as well. If you like this tiny suggestion, tell me why, and if you don't, also tell me why. Thanks for reading! Edit: Here is an example of what this might look like. https://imgur.com/a/StToNFl [link] [comments] |
New enchantment for pickaxes: Fragmentation Posted: 11 Jun 2020 11:33 PM PDT Please read the entire post before voting/commenting. Lots of people have been suggesting the Auto Smelt enchantment, this is on the FPS list and I believe it was also rejected. Fragmentation is basically a very balanced, mid-late game alternative to "Auto Smelt" BUT. It only works with iron ore and gold ore. Think of it as if we were giving theres ores the same behaviour as Nether Gold Ore. If you break Iron Ore with a Fragmentation pickaxe, you will get 6-8 iron nuggets and the same amount of XP redstone ore gives. That doesn't make a single iron ingot. But, if you combine it with fortune, you can get 8-18 iron nuggets. Same deal with gold ore. This enchantment cannot be obtained on the enchantment table, it's a treasure enchantment found only on Bastion Remnants, End Cities, and Ruined Portals that spawn on the Nether. [link] [comments] |
The Glowing Effect Should Display on Your Hand Posted: 12 Jun 2020 09:50 AM PDT When you have the glowing effect, your hand should glow. In third person, your hand glows, so, logically, it should glow in first person. It makes sense, in my opinion. Here is a link to the post I made on the feedback page: [link] [comments] |
Posted: 12 Jun 2020 06:06 AM PDT It is a very small feature that not even add much but would add so much lore to the hatred of villagers and iron golems from pillagers. If you didn't understand what the title really meant, I here to explain once again! So, they pillagers probably stole the iron golems from a village and locked them into the cage and physically abused them to show their hatred for them. And in my opinion, maybe some of the villagers used to shear some of the vines off of iron golems to make them not so overgrown, so in theory, the iron golems in the pillager cages grew there vines over time and there was nobody there to trim them. I know this is a pretty simple idea but it changes the lore of pillagers a lot! [link] [comments] |
Arrows shot from an enchanted bow should be visibly enchanted. Posted: 12 Jun 2020 02:06 AM PDT Similar to the particle effects that get emitted by enchanted weapons, arrows shot from an enchanted bow should leave a trail of blue particles. The amount of particles would be increased depending on the strength of the shot. In addition to this the arrow should also slowly emit blue particles if they're stuck in the ground or in a wall. [link] [comments] |
Posted: 12 Jun 2020 09:09 AM PDT You should be able to put banners and book and quills together to make the leather of the book look like the banner P.S: Please add it for both Bedrock and Java [link] [comments] |
[META] add “piglins not attacking you when you open your own chest” to the FPS list Posted: 12 Jun 2020 10:47 AM PDT Alternative name: "a way of stoping piglin from aggroing when you open your own chest" I only managed to find 5 examples so I'm not sure if this will be added to the list or not. [link] [comments] |
Posted: 12 Jun 2020 12:01 PM PDT Revamped soup creation follows 3 easy steps: 1) Fill a cauldron with water 2) Set a cauldron on fire to essentially "firelog" that cauldron. This fire will not spread or deal damage - it is just for heating the water 3) Left-click on the cauldron with your chosen ingredients. The same recipes still apply. To remove an ingredient, just left click with an empty hand. 4) Once the soup is prepared, the water in the cauldron will change colors (based on the color of the soup). You can use up to 3 bowls to make soup using this batch alone. [link] [comments] |
Posted: 12 Jun 2020 07:59 AM PDT Most people pride themselves on how they made a mega base in survival (Like hermitcraft.) But it takes one person to ruin the builders day and say "Um I tHiNk YoU bUiLt ThIs iN cReAtIvE." And I'm one of these people and it would be simple. Add this in the statistics, like 'Blocks placed in Creative' or 'Creative players and things like that. Bedrock edition has something like this where you only get achievements if you're in survival. I think lots of people would like this. [link] [comments] |
A new achievement: Two can play at that game Posted: 12 Jun 2020 01:40 PM PDT This achievement would act similarly to the advancements "Return to sender" and "Who's the pillager now?" and is very simple to acquire, all you have to do to is kill a mob with the same weapon that it's using, for example skeleton with a bow, golden sword with a piglin or trident with a drowned. This achievement would only apply to weapons that they hold and not items as it could be slightly cheesed by making a zombie hold dirt or something. This achievement would also ignore enchantments, if a skeleton is holding a regular bow and you kill it with an enchanted bow, you will still get the achievement and vice-versa. [link] [comments] |
Making Minecraft VR a better port: A small, difficult, rewarding list Posted: 12 Jun 2020 09:54 AM PDT I love Minecraft, and I love my oculus rift, but as things currently stand neither Minecraft: Bedrock VR edition nor the mod Vivecraft for Java make it am immersive experience. Immersion is when a few hours after a mining session I'm still jumpy when I hear any kind of hissing. The opposite is when I have to take breaks every five minutes to deal with clunky interfaces and can barely care about monsters or lighting when switching items is a chore. The changes I'm going to suggest will be incredibly difficult to program, and probably require a long development cycle with an engine rework, but I truly beleive that whether Microsoft or an ambitious modding project takes them on, Minecraft will become truly, amazingly enjoyable to play in VR. Change 1: Use the strengths of motion controls. Stop trying to pretend we're still using a gamepad or M&KB and just rebinding the functions. Part A: Inventory and GUIs. In Minecraft VR as it currently exists, opening your inventory A; freezes the world around you and completely removes depth perception, which is pretty jarring, and B; works just like in vanilla except you have to use a laser pointer instead of a mouse. This is shaky and annoying and organizing chests and crafting are both about as enjoyable as trying to swat a wasp with a twelve-foot flyswatter. Instead, generate the GUI as a physical, 3D rendered object resembling a very shallow ice cube tray the size of a desk. Each cubby is an inventory slow and contains a floaty miniature item. Let me use the grip functions to physically pick up the miniature versions of items within this GUI to examine and manipulate them. The default behavior would be that grabbing would take one item from a stack, but holding down a face button while grabbing would give you the whole stack. Holding a full stack with both hands and pulling apart like you're ripping a piece of paper would split that stack in half, the right-click function. Holding a full stack and pressing a face button would deposit a single item into an inventory slot. Physically tossing the item over the interface would throw the item, as if using the Q functionality. Crafting, furnaces, chests, all inventory GUIs would work in this way, and make the simple act of using your inventory magnety and cathartic instead of really annoying and not fun. Part B: Item equipping and switching. In the base game, it works almost identically to vanilla, you have a hot bar and a dominant hand. The touch controllers, however, have no scroll wheel so item switch requires several annoying clicks to get the item you want, and holding the controller naturally makes it easy to accidentally press them and switch items. There are two ways to create a better system. The first is to make an item wheel out of the hotbar, using a button to open it and motion controls, the joystick, or the Vive trackpad to select an item. If the hand is in the center of the wheel, the hand is empty. This is the easier solution and works just fine in games like Half Life: Alyx or From Other Suns. I think a better system would be one more similar to Robo Recall or Blade and Sorcery. The second system would have nine slots, just like a normal hotbar, but they are physically tracked locations. You would have two over each shoulder and one on each hip, which are the fast and easy ones to access for things like tools, weapons, torches, or emergency items. The remaining five would be belt slots, which must be summoned with a button to be more visible and easy to access the right item at the right time. Selecting items would be done by using your actual hand to move to the slot and grab the item. Letting go of the grip button would snap the item back to its holster. This would leave the player with an empty hand whenever they aren't actively holding something, which would be more immersive in a VR space due to the size and more intrusive presence of the 3D tool and allow them to have an empty hand without sacrificing a hotbar slot. This will also tie directly into change 2. (note: An alternate to the belt slots would be a small grid that you summon to your hand that you can then grab from with your other hand, sort of like holding a artist's palette and grabbing items off that, and having that in addition to the shoulder and hip holsters) Change 2: Symmetric controls are your friend. In normal Minecraft, you have a left hand, and a right hand. Items have different functions when left- or right-clicked with, your off-hand only able to be used for right-click functions. This needs to be changed to a symmetric, (both left and right hands act the same) and context-sensitive system. When holding an item, the trigger needs to be the context-sensitive primary function of the item. With a tool, the trigger swings it. With a block, the trigger places it. Two buttons should only be used if an item has two different functions when clicked in two different ways. This would allow unconventional uses of dual wielding, yes, but it would be much, much more intuitive and immersive to a VR player. You could hold two types of block and choose which one you place, you could hold a sword and a pick at the same time and use both, dual wield shields if you like. This isn't possible in the base game, but in a game on a screen arbitrary differences in the ways you can use your different hands are much more natural and easier to understand. In a VR game, this breaks immersion because we're so used to using both of our physical hands in concert. A Few Random Small Changes:
I know this would be insanely difficult, and will probably never happen, I just wanted to rant about my dream VR port I keep fantasizing about and have since before commercial VR was even a thing. Even if just the physically interactable inventory menu was the only part that happened I'd die of happiness. This would probably be very hard to run performance-wise, but generally speaking if you own a PC and a VR headset for it, it's a fairly beefy PC, I think. [link] [comments] |
Crafting recipe notifications are disabled in creative mode Posted: 12 Jun 2020 02:41 PM PDT In creative, all the blocks are already in your inventory, so having crafting notifications for them is pointless. It's annoying to have a bunch of recipes flashing in the upper-right corner of the screen every time I pick out new blocks in a creative world. Therefore, there shouldn't be any crafting notifications in creative. If there is a way to disable these already, please tell me what it is. [link] [comments] |
Make your skin library in the Java launcher save to your account Posted: 12 Jun 2020 12:01 PM PDT Currently, skins you save there are only saved locally (not even shared between multiple MC installations on one device, like using the vanilla launcher and also Twitch launcher for modded play). I think it would be good if these saved in the cloud so that you could access your skins regardless of what device you're on. This would help people who are getting new computers, or do something like play vanilla MC on a laptop that they take with them but play more processor-intensive modded versions on a desktop PC. [link] [comments] |
If you place a hopper in the piglin bastion then they get made at you Posted: 12 Jun 2020 10:34 AM PDT Piglin should be mad if you place a hopper because that is to easy for the player. They should not be able to just put the items in the hopper. [link] [comments] |
Posted: 12 Jun 2020 01:03 PM PDT When you join a world, you should implement a cancel button in the loading menu, this would instantly take you back to the main menu. This is a very small and easy feature that would be very convenient. I cannot count how many times I have accidentally clicked on the wrong world, only to wait for it to load, then leave, and wait for the menu to load. [link] [comments] |
Posted: 12 Jun 2020 12:58 AM PDT Wouldn't it be cool if a group of piglins fought another group of piglins for "territory"? Just a thought. I would like to see some suggestions. [link] [comments] |
Posted: 12 Jun 2020 01:58 PM PDT kill piglin without upsetting others. You just have to make sure u and the piglin are alone and then kill them, if no other piglins saw or noticed that, then you get the achievement [link] [comments] |
Posted: 12 Jun 2020 12:58 PM PDT Minecraft should add a tag called #lighting_block for a easier search in creative [link] [comments] |
Posted: 12 Jun 2020 12:06 PM PDT This enchantment combines sharpness and looting, but only works on animals. It can stack with things such as fire aspect. I know this may not be a good idea but i had a day ago and wanted to share. [link] [comments] |
Iron golems in pillager cages should be berserk and much more dangerous Posted: 12 Jun 2020 02:40 PM PDT This Iron Golems would've been trapped in those changes for god know's how long! Their villagers would've possibly been brutally killed in front of them and they would've faced mental and physical torture. So, it would make sense that these golems, once free, should do lots more damage and have increased knockback. For a short while, when all the illagers in the outpost are killed, they would go back to their normal selves [link] [comments] |
Posted: 11 Jun 2020 06:22 PM PDT I would like to propose a new treasure enchantment called "Silencing". It would be harder to find than mending (only generates in End City chests), and could not be obtained via the enchantment table. Silencing, on the whole, would allow you to perform specific actions without angering neutral mobs: Any tool enchanted with Silencing can*:* - Can hit a villager without angering the Iron Golem. - Can hit a (zombie) piglin without angering others nearby. - Can (in general) hit any neutral mob without aggroing others of the same species around you (ex. Dolphins) - the neutral mob that you hit stil aggros. - Can break bees' nests without angering the bees. - Can mine blocks that would normally cause piglins to aggro (gold blocks, gilded blackstone, etc.) without aggroing them. Any helmet enchanted with Silencing: - Can look at enderman without aggroing them. (If this seems too OP, see MRMarlayMaster's recommendation on leveling) [link] [comments] |
A way to change the panorama on the main menu screen Posted: 12 Jun 2020 02:21 PM PDT Please read this post on it's entirety before voting or commenting. (Just a little note, I am not sure if "panorama" is the correct world, please let me know in the comments if I am wrong.) Since The Aquatic Update in 1.13, Mojang has been changing the panoramas of the main menu to match the theme of the current major update, and I completely understand why, they're trying to get the new players to check and get to know the new features right at your face when you boot up the game, and I think this is good, it makes the major updates more visible to the public, making it clear what they are about exactly. But here's the thing, sometimes I would like to change, it, for example: my problem with having all of the new nether biomes on the screen panorama is just, that I don't think it fits very well, again, yes, it's showing the current major update. But, considering that the nether is NOT the main dimension at all, it makes little sense why the nether would be there. The iconic view of Minecraft are the mountains, the forest, the beautiful grassy hills, and as much as I love the nether, I prefer having the actual Minecraft overworld landscape on my main menu, OR, even having some of the other panoramas from older versions. Now let's get into the suggestion itself. The main menu has a new clickable icon, similar to the "t-posing icon" of the accessibility settings. This new icon is called "Change Screen Panorama" and it's at the left of the Multiplayer button. When you click it, you have plenty of options to change the panorama of your main menu, the classic overworld picture pre 1.12, the stunning oceans from the aquatic update, the revamped villages from the Village and Pillage update, the bees, trees and bee nests from the buzzy bees update, and the terrifying new biomes of the Nether Update. Select your favorite, click "Choose" or "Cancel" and, you're done! [link] [comments] |
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