Minecraft Unlit campfires should have a very low chance to generate in deep dark caves. |
- Unlit campfires should have a very low chance to generate in deep dark caves.
- "Lightweight" Enchantment
- Biome Specific ores, A new reason to explore the overworld
- Dispensers with buckets need to be able to interact with Cauldrons in 1.17.
- Game rule 'playerHeadDrop' - when a player is killed by another player he drops his skin's head
- Icicles / Ice Stalactites
- Death Messages
- Sweet Berries Should Be Able To Go In Flower Pots
- Different rails should make different sounds
- Undead Mobs standing in Soul Fire are Invincible
- Flammable String
- Horses should be able to kick you .
- Remove the potion particles if you drink an invisivility potion.
- Dispenser minecarts
- My enchantment ideas
- Chests in Witch Huts
- Piglins in Bastions should not get mad at the player for opening/breaking shulkers.
- Keep squid from commiting suicide.
- Make the wandering trader's trades better and make him more rare.
- I think with the cave update finally being here, mojang should update railways & minecarts too.
- Dispensers should be able to add/remove liquids from Cauldrons.
- Player-Bred Rabbits Don't Run Away From Players
- Cemeteries and graves should be added.
- Cave specific ores
Unlit campfires should have a very low chance to generate in deep dark caves. Posted: 28 Nov 2020 08:57 AM PST Title says it all. Imagine venturing down the deep dark caves and finding an unlit campfire, then hearing the footsteps of the Warden in the distance. Indicating that a previous adventurer tried going down the same path, only to suffer a terrible fate.. This would emphasize it as a scary and dangerous place you don't want to be in. If you like this idea, please upvote my post on the Minecraft Feedback site too! [link] [comments] |
Posted: 27 Nov 2020 08:10 PM PST Ever since Attack Cool-downs were introduced, the PVP community was kinda upset, since you had to wait to deal damage. I'm not suggesting removing cooldowns, but rather a new enchantment: LightWeight. It reduces attack cooldowns, either by seconds, or depending on the tool. Three levels: The first and second found in enchanting tables, the third one only found on Loot chests or the 2nd Librarian Enchanted Book, level three being highly powerful, as well costing alot of XP to enchant items. This way, it satisfies most PVP players, since the cooldown can be lowered, and they can almost spam-click again. PS: I'm more of a Builder, so I have no idea what would satisfy Combat players. Edit: Thanks to everyone, sharing their ideas and feedback. I have never got more than 2 replys on [link] [comments] |
Biome Specific ores, A new reason to explore the overworld Posted: 28 Nov 2020 04:44 AM PST There should be different ores in caves dependent on the overworld biome. Like Withrow gold spawns commonly in badlands. For example, iron could spawn more abundantly in deserts, Coal could spawn more in plains, and lapis could spawn only in more in cold biomes. Maybe diamond spawning more commonly in jungles or mountainous areas This is within Mojang's theme of adding more strategy to mining and could give more reason to explore the overworld. [link] [comments] |
Dispensers with buckets need to be able to interact with Cauldrons in 1.17. Posted: 28 Nov 2020 09:45 AM PST The implications of that are pretty easy to guess. Especially for the new dripstone farming method, it would open up a world of possibility. [link] [comments] |
Game rule 'playerHeadDrop' - when a player is killed by another player he drops his skin's head Posted: 28 Nov 2020 04:34 AM PST Could be really cool in a lot of multiplayer servers as a trophy for killing a player. On default it's on false value. [link] [comments] |
Posted: 28 Nov 2020 10:04 AM PST Since we now have speleotherms (stalagmites and stalactites) in the game, and icicles generate in much the same fashion, would icicles be a fair suggestion for icy biomes and caves? They would function similarly to pointed dripstone, but icicles would generate from ice blocks, and would be easily breakable with your fist. I saw an interesting suggestion another user made earlier, that we could incorporate the sound-sensing mechanic that skulks use, to break hanging icicles when player footsteps are detected underneath. Icicles would add another layer of danger to potential future ice caves (a whole different suggestion post in itself), making them more inhospitable and treacherous to navigate. For aesthetic purposes, icicles could play a large part in creative builds and maps centered around cold / winter themes. [link] [comments] |
Posted: 28 Nov 2020 09:02 AM PST This is a simple suggestion to add more special death messages when dying to certain enemies, instead of the usual "Steve was slain by [Insert monster here]". I'll add more ideas as I come up with them. Steve was eaten by Zombie Steve was pulled down into the watery depths by Drowned Steve was dragged into the void by Enderman Steve was hexed by Witch Steve was dissolved by slime Steve was disintegrated by Magma Cube [link] [comments] |
Sweet Berries Should Be Able To Go In Flower Pots Posted: 27 Nov 2020 10:31 PM PST It'd add more detail to builds, be a cool feature and generally we need a lot more things in flower pots and with 1.17 with clay pots there's a lot more potential! [link] [comments] |
Different rails should make different sounds Posted: 28 Nov 2020 07:28 AM PST When a minecart gets boosted by an activated powered rail, it should make a "bwoish" sound, like one of those boosting platforms in a racing video game. However, when going on an unbroken line of powered rails, there should be a mild and constant buzzing. And deactivated powered rails slowing the minecart down could also make the sound of sudden friction between rails and wheels. Detector rails should play the pressure plate activation sound, and activator rails kicking players out of a minecaft should have a metal-y crashing sound, or at least the punch sound effect. [link] [comments] |
Undead Mobs standing in Soul Fire are Invincible Posted: 28 Nov 2020 09:48 AM PST So this is more for mapmakers really, but it would have some in-game interaction at some points in the nether. I feel like soul fire would directly feed an undead, so undead standing in them would be healed to full and invincible while in the fire. It would also be a mechanic that differentiates soul fire from normal fire at least somewhat, which imo is kind of needed. It would even present a fun combat scenario if the undead AI know that they can use soul fires like this, moving on to them during combat for aid, meaning you'd have to put the fires out to fight them. [link] [comments] |
Posted: 28 Nov 2020 07:14 AM PST String should be flammable. When you right click to string with flint and steel it should be burn. But why this should be in minecraft? we have redstone for this. Because you can blow up TNT's "slowly". Yeah we can already blow up TNT's with redstone dust, but this is cheaper and realistic. (Sorry for my bad English) [link] [comments] |
Horses should be able to kick you . Posted: 28 Nov 2020 01:28 PM PST This would deal 2 hearts of dmg they kick you when if someone hits it, this attack has high knockback and when you die from it the message is (SKEEBLEBOOBLE) took the bull by its horns. [link] [comments] |
Remove the potion particles if you drink an invisivility potion. Posted: 28 Nov 2020 11:18 AM PST Seriously, in SMP servers with your friends or not, the invisivility potion is very underpowered, because you can really easily see the particles and then it's easy for them to catch you and it loses the point. [link] [comments] |
Posted: 28 Nov 2020 07:53 AM PST Title says it all. As far as i know, dispenser minecarts were planned at some point, but then got cancelled for some reasons. I see no reason why they should not be added. Dispenser minecarts could be used to automate various things, like bonemealing your farm, shearing sheep, or pouring lava all over the place [link] [comments] |
Posted: 28 Nov 2020 01:12 PM PST I will post this to the suggestions site, but for now I want to revise them. Grip Boot enchant. Lessens sliperyness of ice. Has 3 levels, ice is less slippery per higher level. Minesight Helmet enchant. Gives slight night vision. Has 3 levels. For reference, level 3 gives about 15 blocks of sight. Gilded Netherite only enchant, applies to all armour. You can be 3 blocks closer to a piglin without it noticing you. 1 level, but with full armour it acts like gold. Heated Netherite only enchant, applies to all armour. Slows effects of freezing. 1 level, full armour acts like 2 prices of leather armour. Anything you don't like? Any suggestions? Bring it up in the comments! [link] [comments] |
Posted: 27 Nov 2020 07:47 PM PST Most generated structures with mobs have some loot chests or treasure, but the witch hut does not have any of those. Therefore, I think that witches should have a storage system in their witch huts, so a chest could generate in them. The chest could contain glass bottles, water bottles, and blaze rods. The chest would have an uncommon chance of containing the potions that witches drink. Additionally, it'd be nice to see witches actually using cauldrons to make potions. [link] [comments] |
Piglins in Bastions should not get mad at the player for opening/breaking shulkers. Posted: 27 Nov 2020 06:46 PM PST I was doing some late game piglin trading for fun when I noticed that opening and breaking my shulker caused the normal piglins to get mad and attack me. This does not make sense to me as it was mine to begin with. Edit : I understand piglins arent dumb and recognize shulkers as containers, my problem is that it's not one of their containers, it's the player's. I also know that this would create a cheat where the player can put a hopper under the chests into a shulker to avoid agnering the piglins, but this can easily be countered by Mojang tweaking the generation of bastions to have the gold imbued bricks under every chest block so the player has to break it, angering the piglins, in order to even try to do the hopper trick. [link] [comments] |
Keep squid from commiting suicide. Posted: 28 Nov 2020 02:35 PM PST I don't really think this counts as a bug because it follows all proper game mechanics, but if it is then I'm sorry. Anyway, squid can very easily commit suicide by grounding themselves against banks and suffocating to death, and they do, quite often. This is generally very annoying because squids make noise when they die, and drop ink sacks that linger in the water wating for you to swim by and pick them up. So I think it would be a benefit if they couldn't do this. [link] [comments] |
Make the wandering trader's trades better and make him more rare. Posted: 28 Nov 2020 01:38 PM PST Right now the wandering trader is just common enough that he's annoying, and his trades aren't any good to boot. I think making his appearance more of a special occasion and making his trades worth it something to consider. Not sure what his trades should be but maybe up how much sand you can get in one trade with him? Maybe make some of his trades rare blocks instead of random plants? IDK. [link] [comments] |
I think with the cave update finally being here, mojang should update railways & minecarts too. Posted: 28 Nov 2020 08:37 AM PST Minecarts with TNT, furnaces or chests have been around for a while but none seem to have an use in survival mode, not talking about the minecart but the furnaced minecart could be awesome if it had an update since it breaks the minecart chain and such. TNT minecart has a lot of potential with its design, only thing it needs is an update. Rails should get an update introducing new rails that when redstoned, it would turn another way leading minecraft to another path. Can you guys imagine more detailed rails? Seeing other redstone parts and looking at the travel section in creative and, it just feels empty. We NEED more rails. Mining wouldnt be much fun without any minecart & rail updates, and they are mostly outdated items. I think its time for them to get an update along with the caves & cliffs update. [link] [comments] |
Dispensers should be able to add/remove liquids from Cauldrons. Posted: 28 Nov 2020 11:13 AM PST Dispensers can already place/remove water, lava, & powder snow using buckets. All of these also have associated cauldrons, and players can add and remove them from a cauldron with a bucket already, so I believe it would be natural for a dispenser to be able to do the same. This change would improve the Redstone capabilities of both blocks, allowing players to create more compact cauldron based Redstone devices. Additionally, this suggestion would enable automatic lava & powder snow farms, given recent snapshots showing renewable sources of both using cauldrons. I've also posted this idea to the official suggestion board here: https://feedback.minecraft.net/hc/en-us/community/posts/360075023632-Dispensers-should-be-able-to-add-and-remove-liquids-from-Cauldrons- [link] [comments] |
Player-Bred Rabbits Don't Run Away From Players Posted: 28 Nov 2020 11:57 AM PST Rabbits are the most annoying mobs to keep in captivity because they hop as fast as they can as soon as they see you, and they can jump over fences and walls, meaning you have to have 2 block high walls all around them and you need to hold a carrot every time you enter the enclosure. This will especially become a problem in the Caves and Cliffs update since the player needs rabbit hide to craft bundles. This will give players a better reason to have rabbit farms, but like I said, it's incredibly annoying. So, to solve this problem with rabbits, they should become "tamed" and not run away if they were bred by a player, similar to how foxes bred by a player are tamed and don't run away from them. This will make rabbit farms much easier to maintain because your rabbits won't constantly run away without you holding a carrot. [link] [comments] |
Cemeteries and graves should be added. Posted: 28 Nov 2020 01:39 PM PST Cemetery structures should spawn close to villages and should not contain enemies to protect the villagers. Other random graves should appear in random places being most common in plains biomes along with cemeteries in shambles near dead villages. New items should be added which are the grave stones and coffins which would be cosmetic items that can be picked up with silk touch on a pickaxe for the grave stone and axe for the coffin. Digging up a grave can have a 50% chance of gold and seeds or a 50% chance of nothing in a chest next to the coffin. Digging up a grave (other than being mostly unethical) will give you five minutes of bad luck and will spawn a vex along with a zombified villager. The mobs do not spawn when they are within 50 blocks of an alive village. Whole cemeteries would be made of fences matching the village theme, coarse dirt, grass, tall grass (for cemeteries next to dead villages), and small trees. Each grave would be covered with two layers of coarse dirt. Single graves would just be one grave stone and one coffin which would be under two layers of coarse dirt. [link] [comments] |
Posted: 28 Nov 2020 09:43 AM PST That wouldn't make the underground too cluttered and make cave exploration even more useful and would be a fun way to make ores rare [link] [comments] |
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