Minecraft Gravity-affected blocks such as sand and gravel do not fall when touching a honey block. |
- Gravity-affected blocks such as sand and gravel do not fall when touching a honey block.
- The slime jungle biome, a new biome in the nether consisting of slime trees and rivers of liquid slime.
- Chicken eggs can be placed like turtle eggs
- Fire coral should hurt players when touched
- Saddles should be stackable
- Beavers: The Perfect Mob for Minecraft
- Hear me out here: The ability to record your own music discs
- Log Walls
- New gauntlet weapon
- Jungle Update, add bigger trees, darker leaves, jungle villages, different temples... and raining spiders
- Improvement to some advancements
- Iron golems should "keep watch", instead of attacking, zombie villagers.
- Cooking TNT in a furnace makes the furnace a proximity explosive
- When you light TNT near an Enderman, it runs after you with the TNT in its hand.
- Fish tanks
- Villagers being able to push single zombies away.
- You should be able o bonemeal a vine
- Raw meat
- Bottle o' Souls
- Fix the crafting of Spectral Arrows.
- Ok I think we need a new boss
- If you leave a cake near a baby villager, the baby will eventually eat a piece (and this could maybe improve your village reputation)
- In hard mode, why not sometimes a zombie who have the ability to sprint.
- More Growth Stages for Villagers
Gravity-affected blocks such as sand and gravel do not fall when touching a honey block. Posted: 13 Sep 2020 07:17 AM PDT It could touch from the sides, bottom, and obviously, the top. The logic behind it is that honey is sticky, and as such, will hold the block up. I think this should work on anvils too, even if it doesn't make the most sense, because the advantage in terms of gameplay is far greater. The main reason for this suggestion is that I think sand could potentially be useful in builds. For example, I once tried to make an arch out of sand and sandstone for the texture, but I honestly would've liked the result much more if I could keep sand up without putting string underneath. The intention is that the honey block is covered with sand to hide it. EDIT: Seeing that it already slows down TNT falling, I think this holding up sand or at least slowing it down makes perfect sense. As always, thanks for reading, and have a good one! :) [link] [comments] | ||
Posted: 12 Sep 2020 06:30 PM PDT It'd be equivalent to the rarity of the mushroom biome in the overworld. Slimes'd spawn there, perhaps a couple new types of them? It'd be a relatively enclosed biome, and the slime liquid would be a water-equivalent for the nether. It'd flow like how lava does in the overworld, and traversal through it is SUPREMELY slow. Big slime trees would span the biome, giving it a claustrophobic feeling, with the exception of occasional clearing. Perhaps a special slime material could be put on a pair of boots with a smithing table, allowing you to stick to a wall for a moment while wearing them? You'd essentially get a second little jump or a backup way to catch yourself through it. Can't get up the 2 block wall? Jump once to stick, jump again to get up. Feedback is appreciated. [link] [comments] | ||
Chicken eggs can be placed like turtle eggs Posted: 13 Sep 2020 07:19 AM PDT This would not only look cool aesthetically but also baby chickens can hatch from them in 2-3 in-game days and adult chickens can occasionally sit on them, speeding the process. [link] [comments] | ||
Fire coral should hurt players when touched Posted: 13 Sep 2020 08:24 AM PDT Real fire coral is covered in tiny stinging tentacles (similar to jellyfish) that cause intense pain when touched or brushed against, and is sometimes very sharp and able to scrape or cut skin. (source). In game, fire coral and its fan and block variants should deal 0.5 hearts of damage per second when touched or stood inside, divided by how many pieces of armor the player is wearing. The dead variants should not inflict any damage. I think this would be a good obstacle that you would have to deal with when harvesting/using coral and would allow for many new types of traps. (I've also posted this to the feedback site, it's pending approval) [link] [comments] | ||
Posted: 13 Sep 2020 10:40 AM PDT It's not OP and it's no more illogical than a lot of other items that can be stacked so why can't we at least have saddles stack to 16? They take up SO MUCH chest space in my raid farm. [link] [comments] | ||
Beavers: The Perfect Mob for Minecraft Posted: 13 Sep 2020 05:58 AM PDT Minecraft has few mobs that can truly modify their surroundings, with enderman being capable but mostly ineffectual in their efforts to do so. Introducing beavers, who work to maintain and expand their dams by cutting down the forest around them. Beavers can be found in groups of 4-10 near forest and taiga biomes along a river. They live in a beaver lodge made of the stripped logs of the corresponding wood to the trees they are near. Close to the lodge, the player can find a dam also made of stripped logs. Beavers can be seen swimming in the water with their head peaking above the surface, as well as climbing onto land at night to chew trees. World Generation Since rivers spawn entirely on one y level currently, this would have to change to allow for the presence of dams. One side would have to be higher than the other. Not sure about the details of implementing this, but hopefully it would be possible. A beaver lodge-dam pair would be found in approximately every 3 forest or taiga biomes. The lodge would only have underwater access. How Beavers Modify Their Environment On seeing the beavers for the first time, the forest or taiga around the lodge looks normal, but as the player spends more time near the beavers, the forest starts to thin out. During nighttime hours, beavers "chew" on the bark of trees, turning logs into stripped logs. Then, the beaver will fell the tree, causing all blocks above and including the chewed block to disappear and reappear in the inventory of the beaver. There would always be one stripped log left in the ground, forming a "stump". The beaver will then go over to either the dam or the lodge and add blocks. The beavers would continue this tree chewing and cutting until all trees within a 100 block radius of the lodge had been felled. This would happen slowly, over the course of perhaps 2 in game weeks. Once all the trees had been felled, the beavers would have a 30% chance of abandoning their lodge each night. Once they did, the "lodge" structure would be destroyed (as in the blocks remain, but the game no longer recognizes it as a lodge), and the beavers would despawn, presumably to move on to another location! Of course, the player could artificially extend a lodge's lifetime by putting more trees near the lodge. This could produce quite bloated looking lodges and dams. If a player tries to destroy blocks in the dam or the lodge, beavers will come out and start biting them, dealing 4 damage (2 hearts) with each bite. Breeding, Drops, and Manipulation Beavers could be bred using two saplings (which they consider quite romantic). This would spawn a baby beaver, which would be incredibly cute. The baby would grow up over 3 in-game days. Other beavers in the lodge would give it sticks to chew as it grew up. The player could observe the baby chewing on the stick and using it up. Although babies wouldn't drop anything when killed, the adults would drop the stripped logs in their inventory, some sticks, and a random overworld sapling which they keep as a memento from their previous homes. When beavers are bred, they will see if A: There is a partially full lodge nearby, in which case they join that lodge, if B: There is an empty lodge structure nearby, in which case they enter that lodge and redefine it as a structure, and if neither of these are the case, then if C: There is a river nearby and they are in a forest or taiga, they will start making a new lodge by chopping down trees, and if all else fails, D: They will wander around and despawn in a night or two. The shape of an empty lodge may be modified before beavers re-establish it, but new blocks will be added to the outside once the beavers get to work. Conclusion This post may look detailed, but there are still so many parts of this that I left unspecified. How exactly would the dam and lodge look? What could you find inside the lodge? I would love to get your input! [link] [comments] | ||
Hear me out here: The ability to record your own music discs Posted: 13 Sep 2020 03:18 PM PDT There can be a block that records all note blocks in, say a 50 block radius. You can make multiple of these blocks, and connect them with a Redstone line to increase the range, and you right click on it to get your music disc, if you want to restart the recording, destroy and replace the block. I just feel like this would be an awesome feature! Leave your suggestions for things to change or add on to the idea in the comments! [link] [comments] | ||
Posted: 13 Sep 2020 10:03 AM PDT Have you ever wanted a barrier which was more rustic than the fences yet more "woody" than any of the stone walls? This feature would solve just that with the addition of a wall block with a wood bark texture. (the bigger pillars on each end of the wall would be like mini wood blocks and the interior would be like bark blocks) Think about it, all 6 species of trees (and hopefully more on the way) would be able to be crafted into this log wall. This would only add onto 1.16's addition of new characteristics for walls to stack. Imagine the possibilities of this new array of blocks, the potential for this block in an incredible about of builds is nearly infinite. [link] [comments] | ||
Posted: 13 Sep 2020 12:22 PM PDT The nether update was the first update in a while (excluding 1.15) that didn't add a new weapon. 1.13 gave us the trident and 1.14 gave us the crossbow, but the nether update only added a new tier of swords and axes. The nether update also added the new piglin brute which currently doesn't have any special drops, so i think this would be the perfect opportunity for a new weapon. Functionality The Blackstone gauntlet would have a 50% chance of dropping from piglin brutes and could rarely be found in bastion chests. It would have very high durability and be able to be repaired using netherite scraps. Its main attack would be similar to a riptide trident, where charging it for around 1 second would propel the user forward 4-5 blocks. Hitting an enemy does great knockback, similar to a knockback II sword. While being charged, it works like a shield where it blocks most damage and all projectiles, but it also resets its charge. It could also be used as a normal melee weapon, where it would have a long attack cool down and high damage, but this method would be much less efficient than its intended use. Enchantments -Fire aspect I-II: Works like normal fire aspect but only inflicts fire on the charge attack. -Fireball I-III: Replaces the normal charge attack with an attack that launches a fireball forward. The fireball does area damage and sets mobs hit on fire, but doesn't destroy or set any blocks on fire. Charge time is increased to 3 seconds and damage increases by 0.5 for every level. Incompatible with fire aspect and fissure. -Fissure I-II: Charging at a mob launches it in the air 3 and 5 blocks at level I, topped off with a lava particle effect. Still retains its horizontal knockback. Charging I (couldn't think of a good name for this one): Allows the user to charge an attack for even longer to deal more damage. [link] [comments] | ||
Posted: 13 Sep 2020 02:39 PM PDT So this wouldn't be much of a standalone update, but definitely a noticeable improvement of a specific biome. It isn't quite big enough for r/mineceaftabnormals but anyway, on with the post. Changes to treesSo the tallest of jungle trees can be 31 blocks tall, and about 2 blocks wide for trunks. That's about 100 feet tall and 7 in diameter. That's not really that much though, I don't live in a jungle and even I can find a tree bigger than that. Trees when grown in a jungle are 20% taller, and jungle trees are 40% taller from being in the best conditions for growth. You should also be able to grow 4x4 trees (only in a jungle biome for jungle saplings), which will be up to 100 blocks tall. However, these will take ten times as long to grow. It makes sense, large trees like that take hundreds of years in real life to grow. The reason for adding this is I think it'd be amazing to make your home inside a tree, and at that size you actually could. Jungle leaves should also be solid blocks that aren't transparent and block all light. This would make it darker and also would probably be way easier on the hardware, since thanks to bigger trees we'll have more leaves to render. Not having so many transparent blocks should help keep gameplay smooth. Jungle villagesAbove the ground, the villagers have made homes in the trees. Buildings are smaller, bridges have been made out of jungle slabs. Think of an Ewok village. The jungle villages are going to be simple, and they'll have natural protection from most hostile mobs due to being in the trees. Jungle templesThe temples NEED to have some variation desperately, like how there's different kinds of houses added to villages. Current jungle temples are really small and also the puzzle with the levers is useless since everybody knows you can just break the stone and get the chest. I love puzzles but they don't work if you know where the prize is. A simple solution is having a few different types of jungle temples. Here's some ideas for different kinds. Sun jungle temple: as suggested by the name, the sun temple uses light from a daylight sensor. You'll have to make some areas of the temple darker or lighter to open up a secret passageway to get your prize. Think of the spirit temple light puzzles from Ocarina of Time. Earth jungle temple: the puzzles for this kind will be walking over pressure plates in a certain order. The signal of redstone underneath it will go away if you just randomly step on them, you'll have a limited time and need to step on only the right ones. Some might have a noteblock to make it obvious when you step on a right one, to give you a hint. Fire jungle temple: the trees around this temple have no leaves. Inside the temple are puzzles using observers and fire to unlock a passageway, you'll light some fires and put some out in other places. Water jungle temple: you place items into streams of water and if you get the flow right, it unlocks something. Think of the Zeffo air puzzles in Jedi Fallen Order. You can turn various sources of water on and off which changes direction of the items you drop in. There will be paper in a chest nearby to suggest to you that you drop something in (paper because you can make paper boats in real life) Mainly, jungle temples just need variation and to be a bit bigger. A puzzle is useless if you don't even have to try to solve it and it's easier to break it. These on the other hand might be confusing to cheat on, complex redstone is like that. raining spidersSo this is probably one of the weirder suggestions, but a rare weather (maybe the jungle temple counterpart to a thunderstorm) where it rains spiders and occasionally cave spiders that have slow falling. Not in very high amounts, they'd be about as common as zombies during a night on the surface, but falling slowly from the sky. Why? Some forms of spiders when they hatch use web parachutes of sorts to travel. They just slowly fall from the sky. Obviously never that high but maybe they'd spawn at Y level 120 or something. This would make the jungle feel more alive. Jungles should be big, mysterious, and dangerous. I've never been in a jungle but I imagine it's full of some fairly large creatures and very large trees. [link] [comments] | ||
Improvement to some advancements Posted: 13 Sep 2020 04:19 AM PDT Adventuring time - shows what biomes you didn't discover Monsters hunted - what mobs you didn't kill Two by two - what animals you didn't breed etc. It's annoying that you don't know what you need to do to complete this type of advancements -and I think this SHOULD be changed [link] [comments] | ||
Iron golems should "keep watch", instead of attacking, zombie villagers. Posted: 13 Sep 2020 01:52 AM PDT I'm sure it's happened to all of us. A villager gets killed, we trap the zombie villager, go grab the golden apple and weakness potion, come back, and a golem has killed it. It is infuriating. I propose that golems shouldn't kill zombie villagers because they recognize the curable villager within. However, as zombie villagers still attack normal villagers, the golem should "keep watch" on them instead, by following them and staying near, and would attack if the zombie villager attacks a villager, because the life of an actual villager would be more important in their eyes. There is the issue of the zombie villager attacking the golem, and while it wouldn't really make sense from a lore perspective, with this suggestion zombie villagers probably shouldn't attack iron golems. However, even without that last change, a harmless zombie villager in a minecart attacking nothing wouldn't get killed by a golem, because he can't do anything in the first place. [link] [comments] | ||
Cooking TNT in a furnace makes the furnace a proximity explosive Posted: 13 Sep 2020 10:58 AM PDT If any mob or player gets within 2 blocks (or opens the GUI) it instantly explodes [link] [comments] | ||
When you light TNT near an Enderman, it runs after you with the TNT in its hand. Posted: 13 Sep 2020 06:34 AM PDT Basically, you can shoot arrows at Endermen and they dodge it very smoothly, but whenever you light TNT near them they seem to just accept death, I thought perhaps when you light TNT near an Enderman, he'll pick up the TNT and run after you to try and explode you with him. [link] [comments] | ||
Posted: 13 Sep 2020 09:41 AM PDT This would be a decoration block that would be crafted with seven glass blocks placed in every space except the middle ones in the first two rows. In the second row, you would sand and then on top of that, you would place kelp. That gives the fish tank. Then to add the fish you need to get it in a bucket and place it in the fish tank. [link] [comments] | ||
Villagers being able to push single zombies away. Posted: 13 Sep 2020 05:25 AM PDT So basically if a Villager was cornered/had a zombie in his house he could push a single zombie and slow it down for a few or less seconds, giving the villager a chance to escape. It wouldnt be repeatable for next minute or more and it would be used only in situations i stated earlier. (Cornered/in a closed place) also the hit wouldnt deal damage to the zombie, more like if a player would punch them with bare hands. [link] [comments] | ||
You should be able o bonemeal a vine Posted: 13 Sep 2020 12:03 AM PDT Currently bonemeal does nothing on a vine. You should be able to bonemeal them and make them grow. I think this should definitely be in the game and don't understand why it isn't already. [link] [comments] | ||
Posted: 13 Sep 2020 06:40 AM PDT Raw beef, raw mutton, and raw porkchop, and other raw meat in Minecraft should also give you food poisonous if you eat them raw as chicken do. [link] [comments] | ||
Posted: 13 Sep 2020 12:25 PM PDT When you walk on soul sand or soil and the soul particle flies up, just like dragons breath you would be able to trap these souls in a bottle for some use branched off this idea. [link] [comments] | ||
Fix the crafting of Spectral Arrows. Posted: 13 Sep 2020 11:56 AM PDT Crafting spectral arrows with one arrow and 4 glowstone dust will give you 2 spectral arrows. This doesn't make sense, and seems as if it was intended. I propose that it outputs only one spectral arrow. [link] [comments] | ||
Posted: 13 Sep 2020 01:09 PM PDT
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Posted: 12 Sep 2020 10:16 PM PDT Cakes are pretty expensive and useless. So I though this might be a fun little concept to make cakes more interesting. Though you could also argue that this should lower your village reputation, since you're giving babies sugar and sweets without their parents permission. What do you guys think would be best? [link] [comments] | ||
In hard mode, why not sometimes a zombie who have the ability to sprint. Posted: 13 Sep 2020 02:22 AM PDT In Minecraft, zombies are very easy to kill by the fact that they don't appear really in group often and that they are very slow. This is why, why not a new type of zombie, the angry zombie. I imagine a zombie who will be called angry zombie where, he will be faster than a normal zombie, he will be fast like a baby zombie, do more damage, and will have more Hp than them. Spawn Rate difficulty : Hard difficulty : 2/5 zombies are angry / 2/5 baby zombies are angry. Note : The baby zombie can be angry too, but they will be more rare than a baby zombie , for example they will be almost fast as the player and they will inflict more damage and have more HP than a regular baby zombies. The player will be still faster than them when he will run. It won't be a problem since it will be in hard difficulty only that the angry baby zombies appears. Angry zombies will give the same items as normal zombies when eliminated, but they will give twice as many experience points. If you think it's too difficult, it won't be since the zombies are one of the easiest mobs, you can still easily avoid them by escaping with blocks, the player will be still more fast than them, more you will advance in the game, more the player will literally kill them in one hit or two. The player can just sleep too or change the difficulty at any moments. [link] [comments] | ||
More Growth Stages for Villagers Posted: 13 Sep 2020 02:37 PM PDT To make them more humanlike, I propose that villagers should have a growth stage (or two) between just baby and adult. Villagers in my first new growth stage would be older children, just above baby, or child, villagers. They would be exactly like baby villagers, but slightly bigger, and would possibly trade emeralds for milk and cookies, or maybe milk and apples, pumpkin pie, or berries, depending on their biome, though they would have no way of leveling up or restocking. The next stage up from this would be teenage villagers, or young adult villagers, or much older child villagers. They would be very close to the size of an adult. They wouldn't jump on beds anymore, but might still play tag sometimes. They would start to be seriously getting into trade now, with perhaps two levels of items to sell. They could even act as apprentices to adult villagers if possible, standing next to an employed adult as they work, 'gathering supplies' for them in case of fletchers, and selling some of the items they do. Their profession could be changed when they grow up, but they might sell some of the items they used to if not. This would add a lot of life to villages, and give some use to younger villagers in trading halls, as well as looking more realistic, the villager gradually learning to trade and work instead of literally just growing up one day and getting to work on a random table. I understand this could be a bit of an awkwardness for trading halls, especially given that they'd need to take longer to grow up now so they don't just spend a day in each stage, and maybe a little sad how they just bit by bit lose their freedom, but, as aforementioned, it would add depth, detail, and use to the continuing lives of villagers. Thank you. [link] [comments] |
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