Minecraft Dogs should collect items dropped by their owner or mobs they kill. |
- Dogs should collect items dropped by their owner or mobs they kill.
- Lime dye should be crafted with green and yellow
- Add void fog back into the game for cave or end update
- Dog Variations
- Mobs should have more combat mechanics and stats that the player has
- Fertility
- Andesite, granite, and diorite should have brick variants.
- Bringing a Creeper to the Nether and having a Pgilin shoot it to death has a chance for the Creeper to drop Pigstep
- A complete remake of the market place.
- New beacon feature!
- Imagine if there is crafting recipe creator, but only 200 slots to create in due to memory limitations, and you can download others’ creations, as a independent tab menu
- Maps on books
- Walls and sideways chains should connect when placed next to each other.
- Barbed Wire
- Snails
- A spear
- Dolphins “play” with Pufferfish
- Instant smelting pickaxe enchant
- Drifters, Angelic Wings, and more
- A new tall flower (all properties are based on real life)
- All organic materials should be able to be composted
- Shulkers should vary in the amount of levitation they apply to the player.
- Giving Mobs some love
- New command: /scoreboard objectives sort
Dogs should collect items dropped by their owner or mobs they kill. Posted: 12 Aug 2020 04:42 AM PDT I know cats already do something similar and have a chance to bring items to their owner every morning, but it would be quite useful and far more realistic if a tamed dog fetched items dropped from mobs they kill and return then to their owner. This also means that players could sort of play fetch with their dogs making then more useful and generally more interactive. [link] [comments] | ||
Lime dye should be crafted with green and yellow Posted: 12 Aug 2020 12:15 PM PDT
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Add void fog back into the game for cave or end update Posted: 12 Aug 2020 04:55 AM PDT Void fog really added an ominous feeling to caving as you descended into the world, which is lost today. The fog near overworld bedrock that was removed in official release 1.8 (2014) because performance reasons. The main reasons were most likely the excess particles or excessive lighting updates. We have stronger devices now to help alleviate that. I'm not going to lie that the effect should've been tweaked instead of being outright removed. Could've easily been improved by having view range and particles adjusted. I say End update because it has a whole lot of void in it. Which could be an additional feature/ mechanic the devs could play around with. [link] [comments] | ||
Posted: 12 Aug 2020 02:43 PM PDT Am I the only one who thinks that dogs should have more than one variation? I feel like they are so plain, while cats have multiple variations. They could add like a brown dog, black dog, grey dog, etc. but they haven't mentioned it (I don't believe they have) whatsoever. I hope in the next update that add some dog variations because I'd love some variation in my Minecraft life. [link] [comments] | ||
Mobs should have more combat mechanics and stats that the player has Posted: 12 Aug 2020 09:34 AM PDT The combat update v2 is currently in development as a lot of us knows, and it mostly focuses on improving and balancing player combat statistics, tactics and mechanics, but mobs were almost untouched so far. I think and hope that mojang will get to balance and improve mobs in combat as well, since most mobs currently stand no chance against a full iron player that clicks their mouse only 5-8 times per second(or even just holds it down, but that's another story), and I have an idea that I want to share. I think that mobs in combat should have more mechanics that the player has. Examples include attack range, attack speed and even natural regeneration. Attack range for most melee mobs is pretty low at the moment, as it is mostly only 1 and ocasionally the more reasonable ammount of 2 blocks. I think that most weapon-less mobs like zombies or melee mobs without weapons in general should have the range of 1.5-2 blocks, and the ones with weapons should have the attack range that the weapon would provide if a player wielded it, but maybe reduced by a half or two thirds of a block so they aren't overpowered. The reasoning behind this is that the player has a significantly(in a combat perspective 2 blocks is a lot) higher range than any melee mob that I recall, and can easily keep said mobs far enough for them to not hit him once, plus weapons provide additional attack range to players in the combat update test versions. As for ranged mobs, shields block 100% of projectile damage, so the need to improve melee mobs is real. Attack speed is kind of already present when it comes to mobs, but I feel like it should be an attribute that isn't player-only and can be applied in custom ammounts to mobs as well. This would open up another factor for customization if you're making a "custom mob" or customizing existing mobs. Now, natural regeneration. The ability to regenerate health naturally was exclusive to the player for a very long time, and the only mob that can regenerate without the usage of potions or the help of a different entity is the villager, which gets regeneration every time he wakes up. Regeneration was an issue in PvP ever since the 1.9 update, because the regeneration was faster than the damage per second and average weapon could do to an armored player. This, however, is going to be fixed in the combat update v2, as the attack system is specifically designed to counter regeneration(it isn't the the only thing it does obivously). And if the combat system is powerful enough to counter and moderately quickly kill a regenerating and an armored player, what about mobs that don't have regeneration and(mostly) even armor? Mobs should have various natural regeneration speeds, like for example zombies regenerating faster or skeletons slower, but I think that the regeneration speed should vary depending on the classification(undead, arthropod, etc.) and type(zoglin, pillager, magma cube, enderman, etc.) of the mob. Regeneration speed should also be an attribute IMO, as it would open up another factor to customize on a mob. A lot of tweaking and balancing would have to be done though. Natural regeneration would help making mobs feel more like actual living(or undead) creatures similar to the player as well as making mobs a little bit more persistent. Some mobs could also not have natural healing at all, but that's the matter of balancing. Thanks for reading. [link] [comments] | ||
Posted: 12 Aug 2020 07:38 AM PDT Fertility is a beacon buff that affects surrounding plants, it will make the plants to grow 2x faster. It will be great in farming areas to help with production! [link] [comments] | ||
Andesite, granite, and diorite should have brick variants. Posted: 12 Aug 2020 02:36 PM PDT As of 1.15, there haven't been many options for building using types of bricks. With 1.16 adding more brick types, I feel that adding bricks for the other three overworld stone types wouldn't seem out of place. They could be crafted the same way as the other brick types, using polished andesite, granite, and diorite instead of the blocks that spawn naturally. New brick stairs, slabs, and walls would also be ideal. The new bricks could be used in structures that may come with the (rumored) mountain update, or they could just be additional options for building. Either way, the new blocks could encourage building with brick types, as well as adding more detail to builds. [link] [comments] | ||
Posted: 12 Aug 2020 01:48 PM PDT Just a way to mirror the Skeleton/Creeper dynamic in the overworld [link] [comments] | ||
A complete remake of the market place. Posted: 12 Aug 2020 08:52 AM PDT Ok hear me out. Let's face it the market place in Minecraft bedrock is a complete flop (In my opinion). Everything is too expensive, there is no way to get mine coins asides from paying a outrageous amount, the stuff on the market isn't even that good, and the stuff that is good is like 10$! I suggest that mojang should remake the entire marketplace from the ground up. The name will be changed to the community market. Any player that has a Microsoft account can post anything to it. Skins, worlds, texture packs, add-ons, mods (if mod support ever makes its way to bedrock) etc. Anything players post, they have the option of selling for any price. To get mine coins, players can earn them by completing achievements, and defeating the ender dragon/wither. The price of mine coins will be dropped to 3¢(US) each. Just like with real life money, the more you buy, it does NOT get cheaper. Another way to get mine coins is if you have a realms subscription, you get 250 mine coins each month. Players can "upvote" content they like and they will show up on the most popular page. If someone posts soothing that is inappropriate, the content/user can be flagged. If they are flagged someone on the Minecraft team will look at the content and see if it is truly inappropriate. If this is the first time, they will get a warning, 2nd time they will get a mark by their name, 3rd time they will get banned. Anyways this is just my idea [link] [comments] | ||
Posted: 12 Aug 2020 11:06 AM PDT I feel like too often I want a beacon to end at a certain point. A giant beam doesn't fit a lot of scenarios and settings for builds. That's why I'm proposing this: A new or existing block that when I beacon beam touches it, the beacon beam stops. Not stops glowing, it's still there but it doesn't go higher than said block. Now, I see how this is a bit overpowered so I suggest that there be a minimum amount of blocks above the actual beacon block. So that you don't just have beacons that are one block high. There are a lot of errors in this but I'm just giving mojang a general idea for something that I think could be really useful. (Also tell me if anything doesn't make sense so that I can edit it to make sense.) [link] [comments] | ||
Posted: 12 Aug 2020 02:31 PM PDT That would be great and more efficient than in the pc and creating .JASON files exclusively [link] [comments] | ||
Posted: 12 Aug 2020 12:52 AM PDT Maps should be able to be placed inside the book using the cartography table as a single page. [link] [comments] | ||
Walls and sideways chains should connect when placed next to each other. Posted: 12 Aug 2020 12:55 PM PDT | ||
Posted: 12 Aug 2020 02:10 PM PDT Craft: I - iron ingot, n - iron nugget n n n i i i n n n It's functionality is combination of chain and cactus. Youre also able to make a "block" of them from 4 wires, that looks like cobweb and behaves like stronger berry bush. If you're a builder, you can use that in building prisons, towns or blockposts. You can put that in top of your fence or defense walls and it will not look hot, like magma/lava/fire(if you have a wooden walls) or stupid, like cactuses. Also, it is cool for adventure maps, author can make player go between two wires. [link] [comments] | ||
Posted: 12 Aug 2020 03:00 PM PDT
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Posted: 12 Aug 2020 03:41 PM PDT An early game trident no enchant ments just two sticks and a flint in a crafting grid this will make early game ranged combat easy no bow or arrows a one time thing [link] [comments] | ||
Dolphins “play” with Pufferfish Posted: 12 Aug 2020 11:54 AM PDT In real life, dolphins are known to "get high" off of pufferfish toxins, and pass the pufferfish around to other dolphins. I feel that this should be an occasional interaction to see when 2 dolphins go near a live pufferfish, to expand on their fun personalities. Of course, this will be found as a drug reference in some way, so instead the dolphins bring the pufferfish to the surface and toss it to each other with their noses, as if they were playing volleyball or water polo. On top of that, it's another fun fact to share through Minecraft, like rare brown pandas existing or parrots being hurt by chocolate. Here's some sources: * IFL Science * Smithsonian * Independent [link] [comments] | ||
Instant smelting pickaxe enchant Posted: 12 Aug 2020 03:24 PM PDT Simple, an enchantment that, when you mine iron, gold, or ancient debris, it'll drop it's smelted counterpart. Most likely an endgame enchant to give furnaces, and blast furnaces a use. Some people might say its useless since iron farms exist, but it would be a nice enchantment to have around. It would be nice to elaborate on this. [link] [comments] | ||
Drifters, Angelic Wings, and more Posted: 12 Aug 2020 09:57 AM PDT Drifters are a new mob that are like the living versions of phantoms. Their name comes from the drifters you see once in a while crossing your vision or if you look at the sun too long VisualWhat do drifters look like? They look like phantoms, but they're translucent and golden, their tails are very long and drag behind them. Drifters wings aren't torn like phantoms either. Spawning ConditionsDrifters spawn in the same place that phantoms spawn in the sky, and a little bit up, the difference between them and phantoms is that drifters only spawn once you've slept three days or more in a row, this way, if you don't want either to spawn, you're going to have to have a balanced sleep schedule instead of just "sleep as much as possible so phantoms don't spawn" BehaviorDrifters sit in a weird place in terms of wether you should be worried about them or not, they are a neutral mob, and they won't attack you unless you're at the same y level or above them. If you're early game, you won't worry, if you have an elytra, you maybe should. (Just to be clear, even damaging them won't make them agro, only if you're in their space) Drifters will match your speed when using an elytra and attempt to catch up, once they're aggressive they won't stop following you. Their stats are similar to phantoms but they deal a bit more damage. Drifter Membrane's first use (mid-game)Drifters drop "Drifter Membrane" which can benefit players trying to deal with phantoms, you can throw them like snowballs, but they don't deal damage, instead, they will give a sort of withering effect to phantoms, slowly killing them. To go with this, phantom membranes do the same thing to drifters now. Although this may seem slightly overpowered, it's balanced by the fact that you actually have to aim and hit the phantom with the membrane, and you have to get the membrane in the first place, so it balances out. Angelic Wings, the second use (end-game)I wanted Drifter Membrane to have something to do with the Elytra as well, so they seem like a more end-game mob all in all. In the smithing table, you can combine an Elytra with Drifter membrane to get a new item called "Angelic Wings". This item will perform alongside elytra's, not replacing them in any way. So, what does it do? You can equip the Angelic Wings on your chest plate slot, and once you do, it will allow you to do an "infinite jump", basically, jumping while already midair and holding space down will make the wings flutter, and you will start to ascend, you have very little mobility while doing this, only able to move up and slightly side to side as if you were falling. How fast will you ascend? No faster than climbing a ladder or anything of that sort, maybe a tad faster, but not much. To use this alongside the Elytra, you will need to swap out while midair and possibly risk fall damage although unlikely, but you could also just use this as a vantage point and hover in the air by pressing space repeatedly, and slowly fall down with the same method. Let's end this on a funny note. Using this item while having the glowing effect gives you the achievement "I see the light!", with that, I bid you farewell and hope you enjoyed my idea, thank you for reading! [link] [comments] | ||
A new tall flower (all properties are based on real life) Posted: 12 Aug 2020 02:56 AM PDT Lilies Currently there are rose bushes and peony bushes, I present to you a third type of tall flower, the lily. These can be found in plains, flower forests, birch wood forests and swamps. Cats can gets poisoned if they get too near them. You can put them into flowerpots. Can be used to make Regeneration Suspicious Stews. [link] [comments] | ||
All organic materials should be able to be composted Posted: 12 Aug 2020 05:25 AM PDT As in title, only plants are able to be composted, but it would make sense to add things like rotten flesh, string, membrane and other biological substances the game has. [link] [comments] | ||
Shulkers should vary in the amount of levitation they apply to the player. Posted: 12 Aug 2020 02:21 PM PDT Simple suggestion, shulkers should give the player levitation between 1 and 3, with levitation 3 being the highest. This would give more variety to the end dimension, and would allow for a bit of a jumpscare occasionally. This is a short suggestion, as I don't have much to add here. Feedback site: Come back in a week please! https://feedback.minecraft.net/hc/en-us/community/posts/360072330012-Shulkers-should-vary-in-the-amount-of-levitation-they-apply-to-the-player- [link] [comments] | ||
Posted: 12 Aug 2020 08:37 AM PDT With the extra reach, the speed and the autoattack of the last combat snapshot, you feel almost untouchable. I think mobs could use some buff as most recent updates just kept making the player stronger (adding netherite, new weapons, food op regeneration, villagers overhaul, shields, etc) but mobs were always left behind. Here's a demo video against some Vindicators, who can't hit me due to the sword reach and attack speed. Some ideas:
This won't fix the "untouchable player" problem, but at least, will make mobs a challenge again. Adding new mobs doesn't make the game more challenging, but buffing the already existing mobs will do. [link] [comments] | ||
New command: /scoreboard objectives sort Posted: 12 Aug 2020 02:04 PM PDT Currently, when you show a scoreboard on the player list, the list gets sorted alphabetically by player name. If you set a score to the sidebar, it gets sorted by score. I propose we get more control over this using the command [link] [comments] |
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