Minecraft Beds in Woodland Mansions have 'monsters' under them (spoopy new semi-decorative block!) |
- Beds in Woodland Mansions have 'monsters' under them (spoopy new semi-decorative block!)
- Nether Wart grows slower in the over world and faster in the Nether
- Snowier spruce and frosted ferns
- Incredibly strong melee attacks (such as from the warden) should be enough to get through a shield.
- additional cloud layers for 1.17
- Add an optional tag in dimension type to change gravity strength
- When a lightning rod that is placed on sand gets struck, some of the sand should turn to glass
- Multiple tiers for the Flame enchantment
- Make Bricks dyeable!
- Bundles collecting dropped items when in your off hand.
- Any copper block placed under a note block will produce the sound of a bottle being hit with a stick
- Minecarts with Minerals (with images)
- Chorus Blocks - a "Magnet" for Chorus Fruit teleports
- A Really Interesting Way to Access the Deep Dark Biome
- Rainbows
- Professional achievements
- Have minecarts keep their momentum when going into an unloaded chunk
- Emerald Blocks near villagers makes them have better possible trades
- A Way to Disconnect Fences From Other Blocks
- New command to remove embedded arrows
- Vampirism
- Some way to call off your dogs when they are attacking something/someone
- Harnessing:an enchantment for the shield
- Mobs have a 'preferred' weapon
Beds in Woodland Mansions have 'monsters' under them (spoopy new semi-decorative block!) Posted: 22 Dec 2020 08:01 AM PST Woolen mock beds in Woodland Mansions would be replaced with a new bed variant: Restless Bed These beds are mostly decorative and cannot be slept in. In light levels 7 or below they will display glowing, blinking eyes under the bed as a particle effect. It can be mined with a hand (will take slightly longer to break than a regular bed) and will drop themselves as an item. When a player attempts to sleep in the bed, the message 'you may not sleep, there are monsters nearby' will always be displayed. To ease player frustration, the texture will look slightly tattered, so if you look closely you'll realize why your bed isn't working. The monsters can inflirtrate new, fresh beds! If you place a monster bed close to a regular one, then the fresh one may randomly become a Restless Bed as well, similar to grass spreading. This happens in a 3 block radius. Beds naturally generated in Woodland Mansions will also summon a single vex when first interacted with. This will appear to rise from the center of the bed. Player - placed or newly infected beds won't summon vexes. This would be a cool little find, perhaps a new reason to find the Mansion for this exclusive block, and could provide a surprise jumpscare to the ones unaware that the beds are already occupied >:) Edit: vote for the suggestion on the feedback site! [link] [comments] | ||
Nether Wart grows slower in the over world and faster in the Nether Posted: 21 Dec 2020 05:00 PM PST This is intended to be paired with the new combat snapshots featuring stackable potions. A lot of players have expressed concerns about this making potions over-powered. But in order to have a large amount of potions come into play, you need, among other things, a large amount of Nether Wart. But what if this was just a little harder to get? If Nether Wart can only grow in the Nether, or if it grows much slower in the overworld, then having several stacks of potions becomes something that requires facing a much greater threat from ghasts, lava, and other dangers than it did before. Building a Nether Wart farm in the open, say in a soul sand valley, would be fast and probably look pretty cool, but is also risky due to mobs. Tunneling in somewhere to make it underground would take additional time and effort, and still carry some risks. This also encourages players to spend more time in the Nether, and maybe even build bases there to make the process safer. After all the cool new features from the Nether-update, this seems like something we should encourage. Edit(s): Grammar [link] [comments] | ||
Snowier spruce and frosted ferns Posted: 22 Dec 2020 04:41 AM PST When snow falls, it should turn spruce leaves, ferns, and other plants into a 'snowy' state, which lets them blend into a wintry scene more nicely. This would mean adding a snow layer to blend with the snow on the ground, as well as a dusting of snow on the plant itself. In addition, snow should fall through leaves to cover the ground beneath. Here are some mock-ups I made to illustrate what I'm thinking of: [link] [comments] | ||
Incredibly strong melee attacks (such as from the warden) should be enough to get through a shield. Posted: 22 Dec 2020 03:49 AM PST It honestly surprises me that even the most basic attacks can get through armor, but something that is basically a wooden board is impenetrable to anything and everything without an axe. I can understand for arrows, as it makes sense a wooden board with some metal in it could block any arrow, but the fact you can hold up a shield and something like an iron golem cannot hit you surprises me. [link] [comments] | ||
additional cloud layers for 1.17 Posted: 22 Dec 2020 04:20 AM PST this has been suggested before a few times over the years but caves and cliffs seems like the perfect time to add it, with the new scenic world generation and the added build height. it's very weird that clouds are still in one single layer that's relatively low down since the build height has been increased over time. I enjoy the idea of building high enough to have a creation surrounded by clouds but to be honest the current implementation is ugly and feels like it should have been updated years ago. this could be as simple as replicating the existing cloud layer 2 or 3 more times at different levels. but it could be more complex too:
personally I think this would massively improve the look and feel of the game and be relatively simple to implement, and without much of a performance hit (although of course it should be possible to turn individual layers/effects off if you want). I also think that it would be educational and encourage children to learn about their environment, the water cycle etc, as well as potentially helping them to learn the practical skills of recognising cloud patterns and predicting the weather [link] [comments] | ||
Add an optional tag in dimension type to change gravity strength Posted: 22 Dec 2020 09:08 AM PST There should be an extra tag in dimension type to be able to change the strength of gravity, this would be a value where 1.0 means normal gravity and changing it would change the gravity relative to that Example: Setting gravity to 2.0 would make the strength of gravity in that dimension 2 times stronger than the default Minecraft gravity I'm pretty sure some entities have different gravity, these would also change relative to their default values The reason I want this is because currently the only way to change gravity is by:
These have some downsides like:
The only downside I can think of is that you would only really want to change this value to something else than 1.0 if you are creating a space environment or want to simulate being on another planet [link] [comments] | ||
When a lightning rod that is placed on sand gets struck, some of the sand should turn to glass Posted: 22 Dec 2020 10:29 AM PST This wouldn't be game changing or exploitable in any way, but would be a gimmick type thing. Kind of like naming mobs dinnerbone [link] [comments] | ||
Multiple tiers for the Flame enchantment Posted: 22 Dec 2020 05:47 AM PST There is nothing wrong with the Flame enchantment as it is right now, but I think adding two additional tiers to the enchantment could add for some unique features. These tiers won't be the same as the normal enchantments that have multiple tiers where you want to get the highest possible tier, but with this each tier will have unique features.
Because these could prove to be a little troublesome when fighting near builds or in forests I think that Flame 2 should not be able to be obtained through an enchanting table, but only through methods like fishing, bartering, or as loot found in naturally generated structures. Flame 3 would only be obtainable through bastion and nether fortress loot. This way it has to be something you intentionally apply to your bow. Edited to add ideas people mentioned in the comments. On mobile so I can't properly tag you. [link] [comments] | ||
Posted: 22 Dec 2020 01:59 PM PST The current Bricks texture can be too red for some builds. At the moment it is basically impossible to build a lot of things, such as the common terraced houses that you find all over the UK, which are usually made of browny-beigey-yellowy bricks. If you want to build something that irl is made of grey bricks then you are stuck with Stone Bricks which usually are just too big or too dark of a colour. Of course you could use certain wood planks, and they can even work very well at times, but up-close they look nothing like bricks and you are still limited to the brown colour palette. There are so many dyes available, so why not make Bricks dyeable? [link] [comments] | ||
Bundles collecting dropped items when in your off hand. Posted: 22 Dec 2020 06:54 AM PST For example: I'm collecting flowers and saplings, and while the Bundle was in my off hand it would collect all the dropped items into the bundle. Would make bundles better and just a nice Quality Of Life edition. [link] [comments] | ||
Any copper block placed under a note block will produce the sound of a bottle being hit with a stick Posted: 22 Dec 2020 02:29 AM PST When I say any copper block, I mean any copper block, waxed or not, and in any stage of weathering [link] [comments] | ||
Minecarts with Minerals (with images) Posted: 22 Dec 2020 02:05 PM PST
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Chorus Blocks - a "Magnet" for Chorus Fruit teleports Posted: 22 Dec 2020 03:52 PM PST Chorus Fruits are kind of an underutilized mechanic thanks to how random the teleport is. Here, I'm suggesting a method to make it a little more controllable. Chorus Blocks are blocks that, when you eat a chorus fruit, will make it so that you'll teleport to the block if the block is in the teleport's range, instead of randomly. If there is a single block on top of the chorus block, you'll teleport to the block that is on top of the chorus block, allowing you to effectively hide them. Additionally, if you are on top of a chorus block (or on the block that is on top of it if there is one), you will not teleport to that chorus block after eating a chorus fruit, allowing you to make two-way gateways with them. If there is more than one full block on top of a chorus block, it won't function. Chorus Blocks could also potentially be used in Redstone - if powered, they'll only attract a teleport that is done from another chorus block, allowing for a bit more control over them. If there's a minecart occupying the space above a chorus block, the teleporter will immediately mount the minecart. Secondly, they will emit a comparator pulse when they attract a teleport, possibly having it be variable depending on the armor the teleporter is wearing, allowing for interesting methods of secret bases, or having secret rooms in your builds. [link] [comments] | ||
A Really Interesting Way to Access the Deep Dark Biome Posted: 22 Dec 2020 08:30 AM PST One thing Minecraft has always lacked is a strong sense of progression on the y-axis. You get through four blocks of dirt, then it's more or less the same caves and stone until the bottom of the world. The only things that progress are the ores and the fact you get lava at the very bottom. But all that can be accessed so quickly. Even without tools you can reach the bottom of the world in a few minutes. It's kinda lame. In MineCon 2020, they announced the addition of the Deep Dark, a really scary place with otherworldly Sculk and the terrifying Warden. The Warden could kill you even with Netherite gear, and that got me thinking about ANOTHER issue. Netherite doesn't really give you much in terms of progression. It's really just a little upgrade. Maybe this is by design but I know a lot of people who simply don't bother with Netherite or than for vanity or to flex. What if, instead of being just another biome, the Deep Dark was actually below bedrock. Across the world, you would find veins/chunks of CRACKED BEDROCK. This cracked bedrock looks like normal bedrock, but it's cracked (go figure). It can ONLY be mined with a Netherite pickaxe, else it is completely unmineable and unexplodable like normal Bedrock. When it breaks, it drops nothing, even with Silk Touch. When you mine through the Cracked Bedrock, THEN you reach the Deep Dark. I just like this sense of progression so much more than mining down 10 blocks and happening upon the Deep Dark. The loot down there, they are implying to be pretty awesome. Especially with the name "Warden", really sounds like it is guarding something special. Something really awesome that can only be found once you gain the Netherite to access the Deep Dark. I feel Minecraft is in long need of new ways to progress. The sense of progression has really stagnated since they expanded the End in 2015. Since then, gaining an Elytra has felt like the true end of the Minecraft progression. So to have this "arm" of true progression would be awesome. I also like this idea as I've always felt a bit uneasy about the Warden and Sculk. It just doesn't feel very vanilla, especially not as a random biome in the Overworld that you could accidentally find in the first 10 minutes of a new world. If anything it feels like it should either be in the End.... or through this murky, strange and alien place found only below the bedrock! Especially given the power of the Warden. The Deep Dark has so much potential to be something incredible and I really hope it doesn't just end up being a random biome! [link] [comments] | ||
Posted: 22 Dec 2020 09:34 AM PST Ok so I made a comment on this post jokely talking about rainbows in minecraft, but honestly, now I really wanna see some dopey square rainbows in minecraft [link] [comments] | ||
Posted: 22 Dec 2020 08:26 AM PST Professional farmer: break at least one of every crop Professional miner: mine at least one of each ore Professional fisher:catch at least one type of every fish Professional brewer:Brew every potion Professional enchanter:Get level 100 in exp Professional survivalist: Break at least one of every log in the game (nether included) Professional professional: Get every professional achievement [link] [comments] | ||
Have minecarts keep their momentum when going into an unloaded chunk Posted: 22 Dec 2020 09:37 AM PST Title, my friends and I have a track system in the nether of our survival world, and so many times we run right into minecarts that were left on the track for whatever reason. [link] [comments] | ||
Emerald Blocks near villagers makes them have better possible trades Posted: 22 Dec 2020 05:42 AM PST I have spent hours and hours, and you may have too, breaking and placing workstations, especially for librarian villagers. While I was doing that I thought there could be a way to get better luck with those trades. This would mean: -Librarians have higher level books -Other villagers give slightly better prices And I thought it would make sense if emerald blocks that were close to the villager could give that slight boost, just so luck with trades could be easier, at least with a fair price. I am aware the Village and pillage update was not too long ago and Mojang is very precise about new additions, but this idea is just something cool I thought up. [link] [comments] | ||
A Way to Disconnect Fences From Other Blocks Posted: 22 Dec 2020 03:08 PM PST I'm sure that there is at least one builder out there that knows that there is no way to prevent fences from connecting to building blocks. There should be a way to have fences only attach to only other fences. An idea is to use an axe to cut off the connections. A pickaxe would be used for nether brick fences. [link] [comments] | ||
New command to remove embedded arrows Posted: 22 Dec 2020 08:47 AM PST /removearrows (entity) I believe there is not currently a command to remove arrows from a player. This can be a problem if I want to give a player invisibility if they have access to bow combat. I love making pvp commandblock minigames and I think this command would be very helpful for stealth games. I have no idea what embedded arrows are, because they aren't entities, but it is probably just a case of looking at the target entities children, finding all the arrows, and killing them. [link] [comments] | ||
Posted: 22 Dec 2020 09:21 AM PST Sorry if this was posted some time before. I checked and didn't find anything similar. An enchantment, that can be applied to a sword through an enchanting table, or to an axe through anvil. Every time you attack, it gives you 5% to heal 1 hp (half a heart). Pretty simple idea [link] [comments] | ||
Some way to call off your dogs when they are attacking something/someone Posted: 22 Dec 2020 02:29 PM PST I think there should be a way to stop your dogs from attacking mobs & players you didn't mean to hit, and players that didn't mean to hit the dog (I am aware there are some workarounds, but they seem somewhat limited). I've been thinking about this ever since I saw Ulraf get excited about a Twitter suggestion to possibly add skeleton wolves as an archeology reward about a month or so ago, and while I think that kind of thing would be fun, I feel like the way dogs are commanded in Minecraft could use a small overhaul first before other variants are considered as an addition. Maybe something like a copper whistle, to give the new material another utility item to craft with it, or just getting the dog to sit to make it passive and stop it from attacking, although that comes with the problem of having to chase it down first. I've also been hoping that this may be a future planned use for the goat horn, but I feel like it will probably get some other functionality instead. [link] [comments] | ||
Harnessing:an enchantment for the shield Posted: 22 Dec 2020 09:14 AM PST This is a pretty clean and simple enchantment concept. All arrows reflected by a shield with harnessing will be put in the users inventory. Of course, this does also mean that the arrows won't bounce, and hit back, which is the downside. [link] [comments] | ||
Mobs have a 'preferred' weapon Posted: 22 Dec 2020 01:36 AM PST This can be added in the Combat Update As blocks have preferred tools, e.g sponges - hoes, mobs will have a preferred weapon There are 5 main weapons in MineCraft Axe Sword Bow Crossbow Trident These 5 weapons will deal more damage to certain mobs, excluding undead mobs and arthropods, as they already have enchantments E.g. Axe deals more damage to endermen and cows This, I think will add some more strategy to Minecraft as you will have to think about what weapon to use to fight certain mobs Let me know what you think in the comments :) [link] [comments] |
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