Minecraft Use magma blocks as fuel. |
- Use magma blocks as fuel.
- Long distance viewing (+300 Chunks away!). Let us see the silhouettes of these new fancy mountains that are miles away without affecting proformance.
- Polished Stones Should Have Brick Variants, Too!
- make Husks have a 50% chance of dropping Sand
- Let’s have some existing surface biomes sink deeper underground
- New pet/golem idea - the ghastling
- There is a lot to read so if you dont want to just skip it please don’t downvote without reading
- End Crystals can heal you, BUT!
- Brighter lava in Nether
- Add Minigames Back To Minecraft [Bedrock Edition]
- Pet Update
- Make the world deeper
- Glass Pane Logged Blocks
- Spider eyes on telescopes (and another use for spider eyes)
- Signs should stack up to 64
- Make spawn always be at x:0 z:0
- Beach Updates
- "Cliff dwellings" structures for Badlands (inspired by r/Mad_Science_Matt)
- Soul flame/fire aspect
- Rivers, waterfalls and lakes, on top of Mountains
- Aggro Enderman should be able to reach the player also by placing and removing blocks, in particular I'm referring to the practice of killing it by positioning yourself under a 2 blocks high structure
- DOG ARMOR...
- Cliffs should have stages of Erosion as 'Cliff Structures'
- More utility for azalea trees
Posted: 23 Oct 2020 10:16 AM PDT One thing that confuses me about the nether is even though it's meant to be livable, fuel is a big issue, with only wooden tools and blocks, and lava buckets. Magma is literal lava and it's fairly common so I feel like it would make sense to me fuel. I feel like it could smelt around the same amount of items as coal, given how common it is. [link] [comments] | ||
Posted: 22 Oct 2020 10:16 PM PDT My idea is, When a chunk is loaded, the "shape" of the chunk is stored in flash memory. Thats it. No block data, no textures, no animation, no light data. When you move far enough away, the chunk is unloaded, however the monochrome silhouette of the chunk persists, perhaps it unloads at a radius 10x larger than normal chunks. Perhaps it would also render on the fly as you walk around, meaning you will always be able to see chunks miles away even if you havn't travled there, but only their silhouette. I think this would make large scale builds more amazing as even players with toaster laptops can still appreciate the scale. Current waximum view distance is about 200 blocks, irl humans can see 5000 meters. with a balancing act of fog and render distance of these silhouettes minecraft could achieve some realistic view distance without causing your PC to have a "gender reveal party". Imaging being able to see the skyline of a massive server city build all the way from your cozy mountain cabin. Imagine just barely seeing the shoreline of an island while your sailing the wide open sea (seas can be as big as 2000 chunks across! they are hard as hell to navigate without a few maps and a compass). Imagine flying to your friends house with an elytra who lives 250 chunks south east of you WITHOUT a map. Then getting there and still being able see your home from his. EDIT: So I've thought about it further and got some great feedback. So I'm revising the idea. When you spawn in the world. The chunks in your selected regular view distance are calculated like normal(~10 chunk radius). Then on top of that, minecraft will calculate the biome color (b) and highest block (h) of all chunks from 11 chunks away to ~100 chunks away. Large colored cubes with color "b" and height "h" will be in place of the chunks that arn't loaded. This way Minecraft can do what it does best and render some 10,000 cubes, except these cubes are as large as chunks. Walking closer to one of the cubes turns it in to a normally rendered chunk. Like enhancing a blurry image! This way large mountains or oddly colored biomes are extremely obvious from a distance. Rendering the chunk also updates the height (h) so that extremely large builds can be viewed from an extreme distance. To make the transition between rendered chunk and unrendered cube chunk more smooth, perhaps changing the opacity of the cube chunk and layering it on top of rendered chunks, or if you could somehow use fog to blur that line. I don't imagine this working very well in the end or in the nether. But perhaps some experimenting can be done. [link] [comments] | ||
Polished Stones Should Have Brick Variants, Too! Posted: 23 Oct 2020 11:06 AM PDT
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make Husks have a 50% chance of dropping Sand Posted: 23 Oct 2020 05:03 AM PDT It's such a shame that Sand isn't renewable. And whenever I have a Husk Spawner, I always turn the Husks into Drowned. It would give Husks as a mob themselves, a use other than being turned into Drowned. [link] [comments] | ||
Let’s have some existing surface biomes sink deeper underground Posted: 23 Oct 2020 01:19 PM PDT In the current game, if you visit a desert, you can see some relatively small sandstone "caves" that on the surface, but they don't really run that deep. We've already seen that the caves and cliffs update will be adding lots of new blocks to the underground, but I think there is also some good to be found in using blocks that already exist in the underground too. We could have some sandstone, smooth sandstone, and sand caves when you're under a desert. We could have some mycelium caves in the mushroom biome. We could have some terra-cotta, red sand stone, smooth red sand stone, and red sand caves in the Mesa biome. We could have some mossy cobble and mossy stone caves in the swamp and jungle biome. We could have some clay caves in the swamp biome. We could have some ice and snow caves in snowy taiga and ice spikes biomes. Of course I love all of the underground exclusive biomes such as the lush, drip stone and deep dark caves that were shown off, and I'm not at all advocating that we just move surface biomes into the caves and stop making cave exclusive biomes. I'm just saying that some of what's underground could and should somewhat be reflective of what's on the surface. It's not even necessary to just extend a surface biome to the underground. What if certain blocks simply had a chance to spawn underground simply based on what's on the surface? You could have a drip stone cave but find a few patches of sandstone and sand if there's a desert above for example. [link] [comments] | ||
New pet/golem idea - the ghastling Posted: 22 Oct 2020 10:49 PM PDT I believe that combat tames in mine craft are underpowered, and that the main issue is mobility. Sure dogs can teleport, but they're limited to the ground. This is where the ghastling comes in. It could spawn at the center of a structure, I imagine a 'ghast hive' spawning in soulsand valleys. They would look like ghasts , but to the scale of just 1 block with bigger facial features. They would flee from the player, but can be tamed with gunpowder. They would fly to follow the player, and shoot a scaled down ghast projectile. When following the player, the ghastling could have one of a few functions: Just sticking by the player and shooting at the nearest mob for a good chunk of damage Flying towards the last mob you hit and shooting at them Whichever would be better. Now, this new pet seems a tad overpowered, but here are a few attributes to counterbalance it: First, the ghastling would not only need to be fed gunpowder to heal, but it would need more in order to fire, like using it as fuel. This way, it's less of a 'tame and forget' mob, but actually requires upkeep. Secondly, having multiple ghastlings runs the risk of them shooting each other. This means you can't just tame a whole herd of them and decimate all in your path. Lastly, you can't breed them. They only spawn in the hive. In conclusion, I think the ghastling would be a good addition because it fills a mid game niche. Early game you have dogs that can be used for a tad more damage, and late game you are already so strong you don't need help. The ghastling could be useful as an exploration buddy, alerting you to mobs nearby and helping to slay them. The gunpowder cost means early game players couldn't afford the upkeep, and their limited nature means it would be more effort then its worth for late game players. Mid game, with the need for a tad more damage and the resources to explore the nether, could make this small ghast useful. [link] [comments] | ||
There is a lot to read so if you dont want to just skip it please don’t downvote without reading Posted: 23 Oct 2020 09:28 AM PDT Introduction: I would like to start of by saying the Minecraft is my favorite game of all time, I've been playing sence alpha and I will keep playing no matter what. That being said I have some problems with the pvp system. But before I go into that I want to say that I have played both verisions quite a bit a nd prefer the old one, but I like a lot of the new items like the crossbow and tipped arrows. Grievances with current pvp system: My main problem with the pvp system is that I feel it is quite monotonous and slow where as the old one was based on strafing to make your opponents miss while your still hitting them and achieving high knockback to allow for successive hits. The new system is entirely based on timing as both people just stand nearly unmoving waiting for the other to drop their shield and their attack to recharge. This makes it hard for ether party to get any real leg up as nether is moving very much and click speed doesn't matter. This is especially annoying for people like me with a really crappy laptop when just a slight amount of ping can really affect your timing. But even if your can get good hits it still can be boring as with what is effectively a dps cap you can't it damage in very fast and just a single steak can basically completely heal your opponent making the pvp feel less like a fight and more of a war of attrition. Ideas I have that I think might help: 1 read the old combat system Now I don't think this is the right move as there are a sizable group of players who like the new system so I have more to say on this in the final section 2 add some momentum based weapons Like maybe a lance which does damage based on how fast you are going and goes through shields. I think this could be fun for a jousting mini game and would bring the use of horses and elytras into pvp as the can help you reach high speeds. It could even give a pvp use to a riptide trident as it can allow you to lunge through water towards your opponent. 3 another idea is to reduce attack cool downs and need the shields and healing a bit to make movement move useful and shorten fights. Things I think should happen regardless of what happens in the new pvp update: First I think each pvp system can be activated in any version via a gamerule as at the end of the day it's a game for fun and no matter what people will always have different preferences and that shouldn't make them choose between there favorite ways to stab their friends and new blocks and bug fixes. [link] [comments] | ||
End Crystals can heal you, BUT! Posted: 23 Oct 2020 03:36 AM PDT You need to wear the ender dragon head. Aside from looking ridiculous, it can add a useful purpose for end crystals that are rarely used aside from being a dangerous decorative, griefing and anarchy pvp. [link] [comments] | ||
Posted: 23 Oct 2020 01:10 PM PDT In the Nether Update Trailer the lava is very bright and has much more glow. However, in the real game the lava is a more cooled lava with a low glow. A simple change to the game would be maker lava in the Nether much brighter to reflect the trailer. The lava in the overworld could stay the same however, as it is much more cooled lava and dim. [link] [comments] | ||
Add Minigames Back To Minecraft [Bedrock Edition] Posted: 23 Oct 2020 05:45 AM PDT The addition of Steve into Super Smash Bros Ultimate has brought with it 7 new songs, 3 of which are from the old Battle Minigame and 1 of which is the glide theme from the Glide Minigame, both exclusive to Legacy Console Edition. I am suggesting this because I was reminded of those minigames and realized how great it would be to play them on Bedrock. With the Legacy Console versions of the game being discontinued, much fewer people will have access to - or even know about - the old minigames. While the addition of servers to Bedrock Edition had the goal of replicating these minigames, I believe it doesn't fully replace the experiences. Speaking only about Featured Servers (since consoles don't access other servers), none of their versions of these classic games can replace the charm of them, if they even have a replacement. I will be outlining each of these below, as well as suggesting why Mojang (and Microsoft) should add these back. I gave this the Bedrock flair for reasons listed there. Just for reference, I visited every Featured Server and checked for these games as well as searching each term in the Marketplace, so I'm fairly confident that I have everything right. However, I apologize if I get anything wrong. To begin, the Battle Minigame, which has been overall replaced by Survival Games. Sure, the Hive may have its exploding cows and CubeCraft has its more traditional hunger games maps, but the charm of the old game where you had smaller maps that housed several people with relatively short rounds is different from the modern Survival Games. While to some people it may seem objectively worse than Survival Games on servers, most players on Legacy Console will likely agree that the Battle Minigame is great in its own right. The modifiers allow for the most optimized play style for whoever would play this game, too. Next, the Tumble minigame. As far as I'm aware, the only servers to have any version of spleef are Mineville (which has TNT Run under "InPvP Minigames") and LifeBoat (though it didn't have it when I checked, I believe it cycles through the "Temporary Games" section). However, neither of these even compare to the game of Tumble and the modifiers that come with it. Have you ever played spleef with Levitation potions anywhere else but Tumble? Plus, this game is one that doesn't take very long and is hard to get tired of thanks to the randomized layers full of different types of blocks that each affect movement. Lastly, the Glide minigame. Having checked every Featured Server, I am confident in saying that no server has anything at all similar to Glide, as is the same with the Marketplace. Glide was my all-time favorite of the three, and it's probably the most unique as well thanks to the use of the directional boosts, non-directional boosts, and different updrafts. Going a little bit into Gameplay, this game may also improve player's Elytra flying skills in a fun way, especially if you select the "Score Attack" mode. On top of that all, the music is a bop and is always amazing to listen to. Now that I've established that none of these games would be infringing on games established in Featured Servers, why should it be added to Minecraft from a company's point of view? For Mojang, I think this would be a great way to use old content. As they've said themselves, a very small amount of their player base plays Legacy Console, especially increased now that they've discontinued updates for those editions. This leaves these three amazing minigames being unplayed, which seems like a waste. I know 4J was the group who made these, but the studio is an official Marketplace creator, so they are most likely still somewhat affiliated. It shouldn't be hard to transfer existing maps over, either, as that is already a built-in feature on Bedrock. I'm not 100% sure if the technical features like chest refills in Battle or times in Glide could be as easily transferred, but it should still be possible. For Microsoft, this is a great way to add in-app purchases. As much as I don't like those, one of the biggest draws of these minigames were their maps (excluding Tumble), which all changed up the style of play for that game considerably. Since these maps were all made before 1.13 blocks were added, there's a lot of room to make newer, improved maps as well. This is why I gave it the Bedrock flair, as Microsoft is generally much less involved with Java Edition. Sorry that this post is so long, but I wanted to make sure I covered my bases and didn't just seem like I was begging for these games to come back without any reason besides the fact that I want it. Thanks for reading and have a great day/night! [link] [comments] | ||
Posted: 23 Oct 2020 09:30 AM PDT There's an idea for the next update(1.18) improving another part of the game that currently need improvements, pets in minecraft are somewhat useless, 1.14 made cats much more userfull but there's still wolves and parrots and also other stuff for pets in general, not even wolves we can along to combat and exploration, they die very easily to hazards such as lava and fall damage, and the sweep attack from a sword harms them, forcing us to use an axe instead even when it's better to use a sword. The update could make many improvements for pets making they more userfull, and also give more uses for them besides being our best friends that have to sit all day waiting for us to come back after exploring the world or any of the other dimensions. And even add skills and abilities and make them more userfull to be brought along our adventures. The update could also add dogs, found in villages and just like wolves can be tamed, there would be many different breeds of dogs with different sizes and appearences, but they would still be much similar, they're not as good for combat as wolves but are much easier to be taught with skills and tricks that would also be an awesome addition from the update. [link] [comments] | ||
Posted: 23 Oct 2020 09:54 AM PDT This is a pretty straightforward idea and I don't think it would be too difficult to do. Instead of having bedrock be 64 blocks below sea level have it be 128 blocks below sea level or maybe even 256. I think right now it's way too easy to reach bedrock. This would allow more complex underground structures and would go well with the cave update coming soon. [link] [comments] | ||
Posted: 23 Oct 2020 09:03 AM PDT
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Spider eyes on telescopes (and another use for spider eyes) Posted: 23 Oct 2020 09:48 AM PDT As of now, spider eyes are almost useless. Sure, they can be used in a potion, but that's pretty much their only use. Here is an idea: Spider eyes can be sold to clerics and you can add it to a telescope. Spider eyes are eyes, and eyes allow you to see, so I think this would fit if the view from the telescope would be farther but it would have a red tint as if the spider eye was crushed into a powder and applied on. (That's just for people who like lore and stuff like that.) [link] [comments] | ||
Posted: 23 Oct 2020 02:41 PM PDT Why not? There is literally no reason for them to only stack up to 16. [link] [comments] | ||
Make spawn always be at x:0 z:0 Posted: 23 Oct 2020 11:14 AM PDT I don't how hard this would be to implement, but it'd be so nice to always know where spawn is and it'd be more aestheticly pleasing if you always started at the middle of the map Edit: there'd have to be a way that it wouldn't override current world spawn points [link] [comments] | ||
Posted: 23 Oct 2020 01:24 PM PDT Beaches in Minecraft are very bland, and get even more bland as the other biomes get updated. For Notch's sake, the ocean got an updated but the beaches are the same! That is why I put together a massive list of new beach mini biomes that should be in the game. Pink and red beaches-These beaches would be around the badlands and have beautiful red and pink sand. Ash Beach-These beaches will have small pockets of lava in them and be made of obsidian and black sand Bioluminescent Beach-With the addition of the glow squid, this beach would fit right in. All is normal on this beach except at night the sand and water will glow with bacteria. Seashell Beach-These beaches will be made of seashell blocks(new block) and would do a very slight amount of damage when you walk on it. Gravel Beach-Simple beach made of gravel Boulder beach-Made with rock and mossy rocks, you would slide on this beach like ice. Cave beach-These beautiful beaches would be literally inside massive half open caves. Tide pool beach-This beach will have many little pockets of water with squid, turtles of fish in them. Clearwater beach-This beach will have translucent water, making it feel more tropical. Galapagos Beach-This beach will have the most turtles and dolphins than any other area(it would have new mobs that I will make a post about). Ice beach-This arctic beach will have snow all over it and ice on the shore. The point of this update is to have simple mini biomes that provide a breath of fresh air. [link] [comments] | ||
"Cliff dwellings" structures for Badlands (inspired by r/Mad_Science_Matt) Posted: 23 Oct 2020 03:33 PM PDT The badlands is lacking structures and/or any reason to go there. That is why I will be making this post about cliff dwelling, recommended and inspired by r/Mad_Science_Matt. This is what cliff dwellings look like for reference-cliff dwelling The cliff dwelling would spawn under the mesa mountains in the badlands. It would be an abandoned village, with the only residents being pillagers and wandering traders. Hostile mobs will also be safe under the shade from the cliff. There will be many chests found throughout the village, full with gold. The cliff dwellings will be made from fragile blocks that will fall like gravel. Mineshaft entrances will be found in the dwellings as well. The twists, turns and trenches of the dwellings will be good parkour practice and a fun place to fight pillagers in. Small droplets of water will also go through the above cave when raining(if that ever does happen). I hope you all enjoyed and thanks for reading! [link] [comments] | ||
Posted: 23 Oct 2020 04:59 AM PDT Soul flame/fire aspect enchantement for bows and swords. Deals double damage like soul fire [link] [comments] | ||
Rivers, waterfalls and lakes, on top of Mountains Posted: 23 Oct 2020 01:41 AM PDT With the new local water level generation, thing, isn't it possible to have rivers and large lakes generate on top of elevated biomes, instead of constant river valleys cutting straight through mountains? I don't mind if it's just have the same river generation, just in a different y-level, as long as it's connected to a lake biome(credits to the guy from another post mentioning this) and drops into another river connecting it. And finally, waterfalls can be legit connection between rivers, instead of that random one block of water protruding from the side of a cliff. It also gave me another idea, subterranean rivers that bores a hole into a big mountain leading into underwater caves that have the possibility of finding those super large caves. Anyways, just drank my coffee and my head isn't straight, I'd like to hear what your opinions on my idea. [link] [comments] | ||
Posted: 23 Oct 2020 02:23 AM PDT Fighting Enderman is too simple right now, it should be an elite mob, but all you have to do is stand under a 2 blocks high structure and you can kill it even with bare hands. We all know Enderman can pick up and place blocks around the world, right now I think this is kind of a useless feature, but giving him the ability to reach the player in small areas would benefit the challenge and make the Enderman an actual scary mob [link] [comments] | ||
Posted: 23 Oct 2020 03:55 PM PDT Pretty self explanatory, Armor for dogs. Whenever you crouch you can place dog armor on your canine companion. Armor comes in leather, iron, gold, diamond, and netherite. You could find them in temple, blacksmith, nether fortress, outpost, end city, and bastion chests. Leather dog armor could be crafted, and diamond dog armor could be upgraded to netherite. Maybe we could expand this by giving them eleytra as well for flying dogs? Dogs just die too easy and need some protection. Honestly I'm surprised this doesn't already exist considering horses have armor and they don't even attack mobs. [link] [comments] | ||
Cliffs should have stages of Erosion as 'Cliff Structures' Posted: 23 Oct 2020 06:29 AM PDT I've seen a lot of ideas regarding the Caves in the Caves and Cliffs update, but not so many on the Cliff end. This may be because the only additions to the cliffs will be the a facelift to mountains, but it would be nice to see other additions to cliffs as well. This is why I suggest another small idea for Cliffs, (specifically sea cliffs), and those are Erosion Stages. These would be structures similarly to ravines (Which are also caused by Erosion!) in which they generate naturally, but would generate around sea cliffs. This wouldn't be dynamic, but would still make the world generation look slightly more nice. Examples of these 'Erosion Landforms' could include: 1) Headlands (steep cliffs) 2) Sea Caves 3) Arches (created when caves erodes through the entire cliff) 4) Stacks (created when Arches collapse) 5) Stumps (created by further stack erosion) Image as Reference. This would overall add more facelifts to the other side of cliffs in the Caves and Cliffs update, would also add to the possible available caves and eroded landform structures in the game. [link] [comments] | ||
Posted: 23 Oct 2020 03:53 PM PDT We're tired of oak. Almost every biome that has a tree, has an oak tree in somewhere. We want more wood variants, so, why not do this for our most new leafy friend? Azalea trees should have it's own and unique wood type. They are "rare" since they only spawn in top of lush caves, so we will have another reason to look out for this biome. Simple and fun. If we're getting just another oak tree, really, that's annoying. Oak trees are too much. They are everywhere, and we just want more woods for the overworld, please. [link] [comments] |
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