Minecraft shift-click to remove saddle from striders |
- shift-click to remove saddle from striders
- Replacing Milk by a potion in cake recipe will make a magic cake with the potion effect
- Devillagers (dev villagers)
- New Potion Effect: Insomnia
- Bees should be able to grow their stinger back if they have the regeneration effect
- Tridents with loyalty thrown from your offhand will return to your offhand slot
- Apple pie
- New mob: Crabs
- Animals could have more than one child when reproduced.
- Knifes
- Color code the F3 Menu
- Any striders that you have fed warped fungus to should give a death message in chat when killed in any way
- Compass & Clock, Off hand
- General improvements to Striders
- Make pigs somewhat useful
- Improved pets
- Abandoned ships already exist, but what about ships that aren’t abandoned?
- Chiseled, Brick and pillar versions of Andesite, Diorite and Granite, and pillar version of Blackstone
- Crafting should have sounds
- Zombified Piglins should carry crossbows.
- 2 New Spiders
- Make anvils take less damage when falling on certain blocks
- Magma Bricks and other Magma related variants
- Updated Armors using smithing table.
- New mob : The Owl
shift-click to remove saddle from striders Posted: 13 Aug 2020 07:41 AM PDT i dont want to kill the poor striders to get the saddle back when exploring :( [link] [comments] |
Replacing Milk by a potion in cake recipe will make a magic cake with the potion effect Posted: 13 Aug 2020 09:17 AM PDT Each magic cake would have a different color depending on the potion's color, eating one piece of the cake would give you the potion effect for 1/7 of the potion time, and if you eat another piece the time get added. It could be ate even if your hunger bar is full. The Farmer Villager could give you a random magic cake for his final trade. It would be a funnier way to use potions and a cool usage for cakes. [link] [comments] |
Posted: 13 Aug 2020 07:15 AM PDT When naming a villager after a few of the devs the villager should then turn into a villager version of said dev. I just think it could be a nice Easter egg [link] [comments] |
Posted: 12 Aug 2020 07:26 PM PDT A lot of people are frustrated with the Phantom for a variety of valid reasons, especially due to being annoying for late game players who want to build without going to sleep. They're a nuisance to deal with because of how hard it is to hit them with a bow too. So my idea to fix this would be a new potion effect. This effect would prevent Phantoms from spawning at night so long as the player who hasn't slept is afflicted by it. If the effect runs out during the night, Phantoms will still spawn after it expires. However, the catch is that you are completely unable to set your spawn point or skip time using a bed while under the effect. If this is still too unbalanced, the catch could alternatively be that you are unable to set your spawnpoint at all, using either a bed or a respawn anchor. Another effect of this effect could be a screen modifier. Nothing too major, but maybe there could be a black edge around the screen, similar to what happens in the Nether and End dimensions. This potion effect would be called Insomnia, and its potion item, Potion of Restlessness, would be crafted with a Phantom Membrane. While the Potion of Slow Falling is currently crafted with a Phantom Membrane, I feel the Potion of Restlessness using it would be a natural progression. The Potion of Slow Falling could instead be crafted with a Feather, because, in my opinion, it's not that valuable. Because of the nature of this potion, I believe the default times should be 10:00 (without redstone) and 20:00 (with redstone). If these weren't in place, you would have to drink 2 a night to keep phantoms away, which would probably be just as annoying as dealing with the phantoms. If this gets enough upvotes, I'll post to the official feedback website, but I wanted to see what this subreddit thought first. Edit: Here is the post on the feedback website. I changed some things based on the comments on this post or ideas that I just came up with. [link] [comments] |
Bees should be able to grow their stinger back if they have the regeneration effect Posted: 13 Aug 2020 10:21 AM PDT I feel like this would help bee keepers because it would add a way to save bees from dying after stinging players. Instead of all the bees dying, we can save them using a splash potion of regeneration. Of course, this isn't exactly realistic, but neither are potions of regeneration themselves. Potions effects are supposed to represent magical effects. [link] [comments] |
Tridents with loyalty thrown from your offhand will return to your offhand slot Posted: 13 Aug 2020 12:11 PM PDT If a trident has loyalty, it should return to the exact inventory spot it was thrown from, including your offhand. Unless something has filled that inventory spot, (where it will then go to the nearest available slot), it should return to where it was previously held. [link] [comments] |
Posted: 13 Aug 2020 10:20 AM PDT Crafted the exact same way as a pumpkin pie except with an apple instead of a pumpkin. It's not as good as pumpkin pie but still gets the job done. [link] [comments] |
Posted: 13 Aug 2020 10:03 AM PDT They can spawn in oceans and beaches near oceans, Mostly spawn in oceans and are a bit rare to spawn in beaches. They have 4.0 hearts, and are a bit slower than steve's running speed They're neutral mobs that attack you if you punch them. Deals: 1.5 of damage (Easy) 2.0 (Normal) 2.5 (hard) They can drop 1-4 crab leg that restore 0.5 drumsticks if raw, and 2.0 if cooked, and with looting III you get 3-6 leg crabs They breed/age with kelp, cod, or salmon. Gimmick: although they recover 2.0 drumsticks if cooked, they can give you 1-4 legs, useful for a food source. Optional: 15% chance of dropping Crab body and a with that you can make a new potion effect: Waterish velocity It will be a bit slower than soul speed III, Your speed increase by 25% but only if you WALK underwater, not swim, and it will go slower depending the water current. This would be great for a simpler, more "midgame-ish" way to travel long distances, before creating those soulsoil highways in the nether. [link] [comments] |
Animals could have more than one child when reproduced. Posted: 13 Aug 2020 01:13 PM PDT In my opinion, animals, when reproduced, should have more than one child, just like in real life. Maybe for each animal a balanced number of children, because if it were too much it would be very op. [link] [comments] |
Posted: 13 Aug 2020 01:39 PM PDT Knifes Knifes do less damage than swords but you can throw them. You can add enchantments like... looting, sharpness and a new enchantment called speed thrower. Speed thrower makes the knife faster when thrown. With knifes you have a higher chance of collecting heads. With vanilla tweaks, you can add a resource pack that put more heads to the game, player, animal and monster heads. Thank you for reading! [link] [comments] |
Posted: 13 Aug 2020 02:40 PM PDT I find it extremely annoying when I press F3 and look for a very specific thing and can't find it. I know where about three things are, and even those three things are hard to find. My idea is being able to color code certain sections of the F3 menu. In the accessibility menu, there should be a button titled "F3 Customization" (This would open it up to other ideas later that I ... may be talking about in another post soon, so look out for those) then there would be different sections, one of them labelled "highlighting" or "color-coding". When you click that one, there will be a menu based on the controls menu, except with the different sections of the menu. Things like "Coordinates" and "Mob Count" and "Computer Specs" would be categories that could then be colored their own ways. I'm thinking the same colors as the /team command (find list by ctrl + f and type "for color") [link] [comments] |
Posted: 13 Aug 2020 03:03 AM PDT |
Posted: 13 Aug 2020 01:04 PM PDT (READ BEFORE DOWNVOTING) Compass & Clock should be able to go in the off hand, this might be implemented in java but on bedrock they take up an inventory hotbar space. I get they now take the off hand slot place but they only replace sheilds or totems. Leave feedback below and thanks! [link] [comments] |
General improvements to Striders Posted: 13 Aug 2020 11:43 AM PDT This is probably going to be added to FPS soon if it isn't already, but striders need serious improvements. The Nether is a dangerous place. There's lava everywhere. Crying ghosts shoot mini bombs at us. Classist swine people assault us if we don't display wealth. Blocks of magma jump on us. Enormous hogs send us flying. Teleporting space men get angry if we look at them. It's just not a safe place. In this literal hell, the strider is our only friend. They are so adorable and they will literally take us across lakes of lava if we have some warped fungus on a stick and a saddle. The only problem with this arrangement is that we cannot remove the saddle once we put it on. This makes things really tragic because then we have to KILL this adorable bundle of love that helped us so much. Saddles are not stackable or craftable, so this basically means that leaving the saddle on the strider is not a good option either. Bringing several saddles to explore the Nether just takes up inventory space and is ridiculously expensive, and we'll be rewarded more for just killing the strider. I would imagine that killing the strider is not what Mojang had in mind when they designed it, right? The player is supposed to have a cooperative relationship with this kind of mob, not an exploitative one. I know some people may say that we should just take the strider back to our base and bring it with us when exploring the Nether, but the reality is that striders are useless on land and this is just unreasonably difficult. Most people temporarily ride wild striders when the occasion comes for it and then kill them for the saddle or let them go if they can afford it. So here's what we should do with striders.
If these features are added, then it will be a lot easier, practically and emotionally, for the player to use the strider. Removing the saddle and shearing for string allows the player to reap the benefits of the mob WITHOUT harming it, and the healing with warped wart blocks and armor will allow the strider to also benefit from interacting with the player for a truly mutualistic relationship. [link] [comments] |
Posted: 13 Aug 2020 06:08 AM PDT We all know that pigs are a bit useless the way they are. Their meat is the same as cow meat in terms of hunger and saturation, and they require more uncommon items to be bred early on. I remember pigs being useful only back in alpha/beta when they were the only source of meat. I have a few ideas how they could be improved. 1) Buff porkchops/nerf steak. Porkchops could restore 10 hunger (5 shanks) or have a higher saturation value. The other way is to make steak restore 6 hunger (3 shanks) like chicken and mutton. This would make pork a very good food source. 2) Add a secondary drop to the pigs. I don't really know what this could be, but I remember that the Quark mod added tallow which you could craft into candles. The only thing is that this should be a pig-specific item that you can't really obtain with anything else (like leather before hoglins, cause killing horses and llamas isn't very effective). 3) Increase either the porkchop drop rate (the more boring way) or the breeding offspring (the better way imo). Pigs could be buffed to drop 2-3 or even 2-4 porkchops on death to make them more efficient than cows. They could also produce more babies when bred - something like 1-3 baby pigs instead of always 1. Either of these ways could increase efficiency of pig farms. 4) Make pigs able to be bred with more items. Pigs are able to eat mostly everything irl. Some items such as most plants, mushrooms or maybe even rotten flesh could be used to breed pigs. 5) Pigs could dig up mushrooms. Every once in a while a pig would stick its snout into the ground (assuming it's dirt or grass) and after 2-3 seconds, a brown or red mushroom will appear. This could make otherwise inefficient mushroom farms better. Maybe even let them find crimson and warped fungi in nylium. 6) This one is a weird one. If you feed a pig enough crimson fungi, it will turn into a hoglin. This idea came out of a theory I had a few months ago that hoglins originated from pigs that were brought into the Nether by humans and then fed crimson fungi. I think turning pigs into hoglins could be a fun gimmick, assuming you do it in the Nether or kill them before they zombify. Feel free to share more ideas for the poor pigs in the comments. [link] [comments] |
Posted: 13 Aug 2020 12:41 PM PDT Pets currently don't really act like pets. The closest thing to a real pet is a fox, which might follow you, sits and sleeps at random, picks up objects and eats most foods. If this kind of personality was added to dogs and cats, they would be much more enjoyable. Dogs should also be able to wander around and hunt sheep in your absence, and give you the meat when you come. You can make them follow you by holding a bone for dogs and fish for cats, and teleport mode should be an option. [link] [comments] |
Abandoned ships already exist, but what about ships that aren’t abandoned? Posted: 13 Aug 2020 10:15 AM PDT The title mostly says it all. Instead of only having sunken ships there should also be ships above the water still intact. They will be rarer and will have better loot, the max amount of chests they can have is 3. Skeletons wearing gold helmets will spawn on them (so they don't burn). This could add some more character to the oceans and possibly more pirate items. [link] [comments] |
Posted: 13 Aug 2020 10:49 AM PDT It just would be cool to have these. Andesite has that purpleish-blueish grey that I miss on Stonebricks, Granite has that other type of brownish orange that I miss on bricks, and Andesite is just an entirely different tone of white than Marble And a pillar version of Blackstone would be cool too, because Basalt is pretty grey. [link] [comments] |
Posted: 13 Aug 2020 03:35 PM PDT I think it would be cool if crafting had sound effects, for example
I also think these should be adjustable in volume, cause they might kinda get annoying after a while. Im sure there are more sound options then the ones I mentioned, but those were the mains kinda categories I was thinking. [link] [comments] |
Zombified Piglins should carry crossbows. Posted: 13 Aug 2020 07:48 AM PDT It only makes sense if the zombified version of a piglin also carried crossbows just like they do. [link] [comments] |
Posted: 13 Aug 2020 12:10 PM PDT Most mobs have their variants, so why not spiders? Jumping Spider The Jumping Spider is a rare mob that spawns in most biomes except oceans and cold biomes. These are as rare as spider jockeys, and they are 2x as big as a Baby Turtle. They are peaceful mobs and won't attack you, but can jump about 3 blocks up and 4 blocks across. They can be tamed with spider eyes (There are literally no other anthropod drops) and will act similarly to a parrot and will jump on your head or shoulder. They can rarely start dancing... yup. Tarantula These spawn in jungles, badlands, and deserts. They spawn in 2x2 block holes. The bottom is empty, but the top is 4 cobwebs. If you or any mob fall in, it will drag it down and kill it. It does 4 hearts in one hit, so be careful I guess. At night it leaves the hole and kinds just wanders around, non violent, so the opposite of a spider. However, if you destroy it's home while it's out, by filling it in, it will make a new one, so make sure not to destroy it while it's alive. They use the old spider texture and are a bit bigger than them. They are also breedable, and then they have Polar Bear behavior. When these babies grow up, they will be passive all the time and will only make one cobweb on the block it grows up on. It doesn't dig holes. [link] [comments] |
Make anvils take less damage when falling on certain blocks Posted: 12 Aug 2020 10:37 PM PDT Recently, I've been wanting to make one of those fancy anvil dispensers where you use slime block launchers to have the anvil land on a certain block in an interesting way. However, I've hit a noticeable roadblock. Anvils take random amounts of damage when falling and landing on all blocks, including ones like beds (I know they pop off but they still take damage), slime blocks, honey blocks, and haybales. For blocks that are intended to reduce your fall damage, it seems odd for anvils to take more damage! Despite anvils being heavier than a player, it seems like an unthought-of concept and should still be implemented. So would it be possible to add something as minor as reducing or removing damage from an anvil if it lands on haybales, slime blocks, and honey blocks? It would enable a lot of opportunities for fashionable redstone creations. [link] [comments] |
Magma Bricks and other Magma related variants Posted: 13 Aug 2020 11:26 AM PDT So, basically like stone bricks, they looks like it but the color of magma blocks. Magma blocks are personally one of my favorite blocks and would love to see more use to them in builds with brick variants and whatnot. This can include chiseled as well. [link] [comments] |
Updated Armors using smithing table. Posted: 13 Aug 2020 11:24 AM PDT (I think combat was the right flair. Let me know if another would be better.) Everyone knows that the best armor in the game is netherite. What if we made it where not one single armor is the best? What if each armor had something special about it and not just one having more armor points/ durability than another? I introduce to you, a bunch of new armor types I just thought up. Take 4 prismarine shards and 4 iron ingots and craft them into a prismarine ingot. This ingot can be put into the smithing table with iron boots and you get some prismarine boots! These boots have the durability and armor points of iron armor, but these boots have a special ability! Underwater, these boots make you swim as fast as you would run with speed 1 on land. Take 8 blaze rods and 1 daimond and craft them into sunstone. The sunstone can also be put into a smithing table with a daimond helmet and you'll get a blaze hemet. This helmet has the durability of daimond armor and the protection of iron armor. When in lava, this helmet greatly increases vision. These are all my ideas right now, I'll add more later when I think of them. Let me know what you think! [link] [comments] |
Posted: 13 Aug 2020 12:55 PM PDT Owls would spawn in thickly forested areas, no matter if natural or planted by humans. They would wake up at night, and prey on rabbits and chickens, sometimes baby sheep. Their hoot, which may sound terrifying in the night, also scares away creepers and phantoms, much like cats, but they cannot be tamed. They will remain passive and afraid of players untill harmed, in which case they would attack, costing a heart per swoop. When you cut too many trees from a certain forest without planting more, the owls despawn. This would be a good way to add a mob that is ambient, populates the sky and useful. [link] [comments] |
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