Minecraft There should be an advancement for getting your first diamond pickaxe. |
- There should be an advancement for getting your first diamond pickaxe.
- If a player places a cake on top of another cake, it becomes a layered cake (similar to placing a chest next to another chest).
- Name Tags Which Haven't Been Renamed Should Be Able To "UnName" Mobs
- Elytra Should Be Exempt From Becoming "Too Expensive" To Repair
- Chorus Boots- A Quick Escape
- In Creative Mode, Players Should Once Again Be Able To Extinguish Fire With a Sword or Trident
- Fireflies
- The jungle update! Mojang, this’d be epic too!
- Improved noteblocks
- Drowned should be given an actual swimming animation to swim after the player
- All pets should be able to tell us they are low on health.
- When you disenchant something in the grindstone, it should tell you how much xp you will receive
- Make fishes breedable.
- Chainmail under armour
- New food sources, Oranges and Lemons
- Foxes should steal food that is being cooked on a campfire
- Drinking soup should have the same sound effect as drinking potions or milk
- The Locust - A threat to your fields
- Legging enchantment: Bracing
- Raccoons - A new mob with an interesting mechanic and use.
- Totem of the void
- Milk Bottles
There should be an advancement for getting your first diamond pickaxe. Posted: 27 Aug 2020 10:52 AM PDT It's one of the biggest milestones of the early game, and the game doesnt recognise it with an advancement. There's one for getting a stone pickaxe (pretty insignificant imo), but not a diamond pickaxe. [link] [comments] | ||||||||||||
Posted: 26 Aug 2020 10:16 PM PDT Once a player places a cake on top of another cake, it would become a layered cake. This cake would still decrease per each bite at the same rate, although it would give the player twice as much saturation and food. [link] [comments] | ||||||||||||
Name Tags Which Haven't Been Renamed Should Be Able To "UnName" Mobs Posted: 27 Aug 2020 11:06 AM PDT Currently, you can name a mob by renaming a name tag, and applying it to the mob. However, once you name a mob, that cannot be undone. You can give it another name, but you can't "un-name" the mob, no matter what. I think this should be changed, by allowing name tags that haven't been renamed to remove the custom name from mobs. This would (possibly) also cause the mob to drop a name tag. [link] [comments] | ||||||||||||
Elytra Should Be Exempt From Becoming "Too Expensive" To Repair Posted: 27 Aug 2020 06:37 AM PDT As some of you might already know, you can only repair (or enchant) an item a limited number of times on an anvil before it becomes "Too Expensive" to work on an anvil. This is because of a mechanism known as the Prior Work Penalty, whereby items have a higher experience cost for further repairs/enchantments every time they are repaired/enchanted on an anvil. I understand why this was put in place, to make it difficult to get items with too many enchantments, and to make players seek out the mending enchantment, as it is the only way to make an item last forever. However, Elytra, unlike other tools and armor, are unique in that they are very limited in quantity and very non-renewable. Because of this, I feel like Elytra, unlike other tools and armor, because they are soo limited, should be allowed to be repaired without a limit. Their Enchantment cost should be capped at 39. Yes, I know what you're thinking, I should Enchant my Elytra with mending. Yes, I can do that, but I don't think it should really be a requirement for Elytra in order to sustainably use them. Thoughts? [link] [comments] | ||||||||||||
Posted: 27 Aug 2020 10:52 AM PDT Have you ever been cornered by a horde of mobs with no way out? Digging wouldn't work, since mobs would fall into the hole. Building wouldn't work, since the mobs are too close. You can either fight or die trying. What if there was another way out? Chorus Boots would be crafted using 4 chorus flowers, so that you wouldn't just go up to one plant and get a couple pairs. They are worn in the boots slot, and can only be enchanted with the various protections (not feather falling), and mending. No unbreaking, and you will see why. Chorus Boots are similar to Totems of Undying, in that they can get you out of a sticky situation. When the wearer takes damage of any type except void, status effect, or falling, there is a 30% chance that the boots will trigger, and the player will be randomly teleported to a solid block nearby. When triggered, they break, and can also lose durability from taking any damage. I know this may sound overpowered, which is why I've made it unable to get unbreaking or any of the boot specific enchants, as well as being single use. EDIT: I have received feedback that this is actually quite underpowered, which is why I will be buffing it. New stats: Has a 100% chance to trigger from taking mob, player, void, or lava damage. Can trigger up to 8 times before breaking. It can now receive unbreaking, but no longer mending. Each level of unbreaking adds a set amount of uses, depending on the level. The max is 11 uses in survival. It has the durability and protection level of chainmail boots. Lava damage uses twice the durability, and void damage uses 4 times, and only triggers once the player has reached 5hp (2.5 hearts), meaning it can save you from the void twice, with the cost of most of your life. This is only here because chorus fruits can save you in a similar manner. [link] [comments] | ||||||||||||
In Creative Mode, Players Should Once Again Be Able To Extinguish Fire With a Sword or Trident Posted: 27 Aug 2020 07:01 AM PDT In previous versions, although creative players could not destroy blocks while holding a sword or a trident, they could extinguish fire. In 1.16, that changed. Creative mode players can no longer extinguish fire while holding a sword or a trident. This should be changed back, and allow me to explain why I think this. Imagine a creation you just built catches on fire. Naturally, you frantically click around to extinguish the fire. In previous versions, you could do this with a sword, which would be ideal, because you wouldn't destroy your own creation in the process. You would only get rid of the fire. But now, you can't use a sword, meaning that you can't frantically extinguish fires without accidentally breaking a bunch of blocks, which is annoying to replace. In most cases, when you are trying to extinguish fire, you don't want to destroy the other blocks, you only want to destroy the fire. With the previous system, this could be accomplished, but now, creative players cannot frantically put out fires anymore in a safe way. Because of this, I think this should be changed back to the way it used to be. [link] [comments] | ||||||||||||
Posted: 27 Aug 2020 04:32 AM PDT Fireflies could spawn in plains, jungle, swamps and all types of forests. They could give a light level of one when flying around bit they could be caught in an empty lantern(crafted like a normal lantern except the torch is replaced with a glass pane). Up to seven could be caught at a time meaning that the maximum light level would be seven but you could also have a light level of 4 for example. You can catch fireflies by right clicking them with an empty lantern. To release the fireflies you have to mine the lantern(without silk touch) and the lantern will be given back to you and the fireflies would despawn if it was day and of it was night they would pathfind to outside. Also during the day the fireflies trapped in the lantern would stop producing light so the lantern would only work at night. (This would also give a block update so it can be used as a ghetto daylight sensor). If you mine the lantern with silk touch you can pick up the lantern with the fireflies in it. I just think this would make night more beautiful in the game. [link] [comments] | ||||||||||||
The jungle update! Mojang, this’d be epic too! Posted: 27 Aug 2020 11:44 AM PDT
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Posted: 27 Aug 2020 06:59 AM PDT
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Drowned should be given an actual swimming animation to swim after the player Posted: 27 Aug 2020 02:20 PM PDT Just like the player, they should be able to swim horizontally/normally instead of vertically and somehow getting closer to you with no limb movement whatsoever. Think about how scary that would be if you saw them swimming towards you, all you could see is their head looking at you, their feet kicking, and an arm reaching for you. The ocean needs to be more terrifying and this is one way to do it. [link] [comments] | ||||||||||||
All pets should be able to tell us they are low on health. Posted: 27 Aug 2020 03:01 AM PDT We all know when Tamed Wolves are on low health when their tales are down. All other animals that are tame able should have way to tell us players that. I have a couple of ideas for how some pets cab indicate their low health and I'm sure you do too. The segments of Cats' tail will be at different angles depending on its health. Horses, Donkeys, Mules and Llamas will have their necks at strange angles. Foxes will be slow while attacking. Parrots will continuously but slowly flap their wings even when sitting but not go up. [link] [comments] | ||||||||||||
When you disenchant something in the grindstone, it should tell you how much xp you will receive Posted: 27 Aug 2020 07:42 AM PDT Below the output slot, it should say how much points (not levels, points) of xp is disenchanting whatever you introduced going to give you. Similar to he anvil, only instead of telling you what it will cost you, it tells you what it will give you. So players can make use of batter judgement before deciding if disenchanting a certain item is worth it or no. [link] [comments] | ||||||||||||
Posted: 27 Aug 2020 02:34 PM PDT It would be nice if we could breed fishes together using the Fish Bait item, craftable from rotten flesh and wheat. [link] [comments] | ||||||||||||
Posted: 27 Aug 2020 11:35 AM PDT Chainmail armour should be able to be used as a layer underneath armour as a way to increase armour protection and durability. It should work with all armour types (except itself maybe). Furthermore, since this would probably be an early game thing, I propose that it should be craftable. I don't think it should need any more inventory slots, just make sure you put on the chainmail before the armour. [link] [comments] | ||||||||||||
New food sources, Oranges and Lemons Posted: 27 Aug 2020 10:01 AM PDT Oranges and Lemons will be found on specific Orange and Lemon trees that are found in Forests. They'll give 2 points of hunger. [link] [comments] | ||||||||||||
Foxes should steal food that is being cooked on a campfire Posted: 27 Aug 2020 12:09 PM PDT I think this would be a fun mechanic that would make players pay more attention to their surroundings while cooking [link] [comments] | ||||||||||||
Drinking soup should have the same sound effect as drinking potions or milk Posted: 26 Aug 2020 10:18 PM PDT Every time a player drink a bowl of soup, the potion/milk sound effect should play instead of the regular eating sound effect. [link] [comments] | ||||||||||||
The Locust - A threat to your fields Posted: 27 Aug 2020 01:54 PM PDT And the Lord said to Moses, "Stretch out your hand over Egypt so that locusts swarm over the land and devour everything growing in the fields, everything left by the hail." - Exodus 10:12 How about a Locust for a new mob? A creature that could be a good source of food or a nightmare to handle! DescriptionA Locust would be a (fairly) small mob that flies around, similar to Bees, whilst having health similar to Endermites and Silverfish.
Locusts would be classed as an Arthropod, and so would be susceptible to the Bane of Arthropods enchantment. BehaviourLocusts would appear in swarms, creating a buzzing sort of sound. They would attempt to eat wheat, potato, carrot, and beetroot crops by attaching themselves to it. In their consumption, the crops would be "eaten" by decreasing in age, as though they were "growing backwards". Players would have to take a bit more care with their crops to stave off locust attacks. DropsKilling a Locust yields an Inedible Locust. It can't be eaten, but it can be cooked in a Furnace/Smoker to yield a Cooked Locust, which is edible. Both would be stackable.
This would make it worth somewhere between Bread and Beetroot Soup in terms of Health and Saturation, whilst being quick to eat (almost twice as fast), similar to Dried Kelp. ConclusionSo there you have it, the Locust - a new source of food with some interesting mechanics. Any thoughts? [link] [comments] | ||||||||||||
Posted: 27 Aug 2020 11:33 AM PDT Bracing would be a Pillager outpost exclusive enchantment. Bracing allows you to crouch to increase effectiveness with bows/crossbows, much like how in real life your stance when shooting has a large impact on several factors. Each level: Increases the damage by 2% Increases range by 5% In the case of crossbows, decreases multishot spread by 4%, making it easier to hit people with all three arrows. Knockback while crouched is decreased by 0.4 each level (making level 5 equal to two pieces of netherite) You also move 3% slower for each level when crouched, however. [link] [comments] | ||||||||||||
Raccoons - A new mob with an interesting mechanic and use. Posted: 27 Aug 2020 05:31 AM PDT Hello everyone! I've come up with an interview idea for how raccoons could be added to the game. The idea is that they will mimic how raccoons are known for eating trash in real life, and will eat/steal from chests and barrels left outside. This in itself would encourage base building - I STILL haven't built a base in my world of over two years, so if chests now needed to be covered by a block to stop raccoons from stealing from them, it would encourage players to build houses and/or storage facilities. So here are the imgur posts describing the raccoon: https://imgur.com/gallery/CbAWxSL Yeah, they were originally one post, but somehow got split up. I have no idea how to use imgur properly - if anyone knows how to fix it, that would be appreciated. Anyway, thanks for reading! [link] [comments] | ||||||||||||
Posted: 27 Aug 2020 07:49 AM PDT Dying to the void can be really annoying. So I propose a totem of the void, a totem that acts as a normal totem but, if you fall into the voidC, you are given levitation and slow falling as to return back to land. But wait "this is too OP" To balance this I suggest that the crafting recipe should be a totem + an elytra. This would balance it and also make having more than 2 elytra a use. [link] [comments] | ||||||||||||
Posted: 27 Aug 2020 09:09 AM PDT First, some notes: I know that splash potions of milk are on the FPS but this is regular bottles. You could potentially extend this idea to splash bottles, but this idea is only about regular ones. Also, I flaired this as magic as I feel it's more closely associated with potions than other edibles. Just to be clear, milk bottles wouldn't refill any hunger slots, and could be drunk at full hunger. Okay, let's begin for real:So, milk is a very useful thing to have as it can clear all status effects instantly when drank. The thing is, when you drink it, it's gone, so you'll have to either refill your bucket or have multiple buckets of milk if you want to keep cancelling potion effects. This is where the milk bottle would come in. Milk bottles would be filled from a cauldron with milk in it (i.e. you milk a cow with a bucket, as currently, and then use it on a cauldron to fill the cauldron with milk). Like water, each bottle would take 1/3 of the full capacity of the cauldron. The bottles would stack up to 16, like honey bottles and potions in the combat tests. This may seem a bit overpowered, but fear not! Milk bottles are inferior to milk buckets. Where milk buckets remove all status effects you currently have, a bottle would only remove the earliest one applied to you (or maybe a random one -- the point is it's only 1). Additionally, there would be a cooldown* of, say, 30 seconds or so, to prevent you from just drinking lots of bottles to remove multiple effects at once. This means it's not going to be useful if you're stacked with effects, but it's good if you come across a pillager patrol and don't want to start a raid. It could also be useful for going around end cities, but then again there is the cooldown.* *EDIT: The cooldown may be a bit too far. Perhaps the time of drinking it will be enough, as well as the effort required to fill the bottles. [link] [comments] |
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