Minecraft Rename 'Rabbits Hide' to 'Hide', So other small mobs can drop them. |
- Rename 'Rabbits Hide' to 'Hide', So other small mobs can drop them.
- I have a small idea that could make some of Minecraft a little cooler, if not functional
- Ladders should be able to hang in mid air
- The Y coordinate "0" starts at sea-level in the new update
- Dyed Bundles
- There needs to be a "not enough detail" rule.
- Acquired Software! achievement
- Advancement - Ore Enthusiast
- spears (with images)
- Feather fall should make your steps and fall immune to the skulk sensor
- "Heigh Ho!" advancement.
- Shift right-clicking a lectern with an empty hand should pick up the book without the interface
- Spyglass lets you see names of entities.
- Pillaged/Trapped Villages
- Add a unique death message for falling on, and getting hit by pointed dripstone
- Please add mining bedrock / passing bedrock to the fps list.
- End Update
- Alternative ideas to make rabbit hide more accessible (not another "leather scrap" suggestion)
- Colour of wood tools match the colour of wood planks crafted from
- Adobe Block. Crafting with Dirt and Wheat
- Huge Crimson Fungus and Huge Warped Fungus Nether Wart Leaves need to decay
- Bells should confuse Sculk Sensors
- Mud (and related blocks)... HEAR ME OUT
- Illagers can open wooden doors on hard mode.
Rename 'Rabbits Hide' to 'Hide', So other small mobs can drop them. Posted: 03 Dec 2020 07:04 AM PST
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I have a small idea that could make some of Minecraft a little cooler, if not functional Posted: 02 Dec 2020 11:43 PM PST I just had an idea while thinking of other zombie movies. What if when uploading a skin to use in Minecraft Java, you also had an option of uploading a duplicate that would be a "zombified" version? That way when you got killed by a zombie a zombie that looks like your character could spawn where you died. I think it would be a neat little feature, although it doesn't have much functionality [link] [comments] | ||
Ladders should be able to hang in mid air Posted: 03 Dec 2020 09:30 AM PST I think that ladders should not require a block behind them to support it, but instead it should have the function of a vine. u could break the blocks behind the ladder and it would float. also u would not require commands such as blockset and stuff [link] [comments] | ||
The Y coordinate "0" starts at sea-level in the new update Posted: 03 Dec 2020 08:24 AM PST The reason I say this is because, in the new update, caves look like they are going to get a lot deeper, and so, why say "I'm at Y level 16" when you can say "I'm 68 blocks underground", Appearing as "#,-68,#", I think this would be a great addition, Even better, it could be an option in settings to do Y=0 is bedrock or Y=0 is sea level Pros: -You can see how below the surface you are -If the caves are getting deeper, I don't want sea level to be 135 or something Cons: -Can be hard to read -People might convert back to old bedrock Y=0 level [link] [comments] | ||
Posted: 03 Dec 2020 08:48 AM PST I feel as though a lot of people are underestimating the usefulness of Bundles. A lot of people think that it's just an early game Shulker Box, but that's not the point of them. Shulker Boxes primary use is to store large quantities of similar items as to be better organized and store more items. The purpose of Bundles is to help declutter your inventory of the random items you collect over your Minecraft journey. They are not the perfect solution to the inventory management issue but they're not meant to be. They tackle only one of several issues with inventory management. Now, on to dyed Bundles. The primary incentive for Bundles into store a quantity of random and different items that you collect. If you have and use several different bundles in your inventory then it would be slightly frustrating to have to look through each and every one looking for the right item. You could rename them, but that doesn't solve the issue of scanning over every single bundle looking for a specific item. The ability to dye Bundles would make it so you could see that bundle and instantly know, "Oh, there must be leftover blocks in there," or, "Oh, I have some spare redstone blocks in there," rather then digging through numerous chests in your base looking for just one or two spare items. [link] [comments] | ||
There needs to be a "not enough detail" rule. Posted: 03 Dec 2020 09:56 AM PST Seriously. Posting "I think X would be cool please add it" without adding details or any sort of convincing argument as to why you think X should be added is not a suggestion. Conciseness of that magnitude should be exclusive to the comments. [link] [comments] | ||
Acquired Software! achievement Posted: 03 Dec 2020 04:58 AM PST Whenever you get iron, you get a "Acquired Hardware!" achievement. Since gold is a soft metal, you should get the "Acquired Software!" achievement. [link] [comments] | ||
Posted: 03 Dec 2020 11:51 AM PST "Ore Enthusiast" would be a Goal Achievement on the same tree as "Acquire Hardware", "Isn't It Iron Pick", and "Diamonds!". It would basically involve mining at least one of every type of ore; coal, iron, gold, copper, lapis lazuli, redstone, emerald, diamond, Nether quartz, Nether gold, and Ancient Debris. This would encourage exploration, give a reward for finding ores besides iron, diamond, and Ancient Debris, and would be a good incentive for players to try and find rarer ores like emerald. The issue I will address is that there are already advancements for iron, diamonds, and Ancient Debris, and some players may think those are the only ores that require a reward upon obtaining. "Ore Enthusiast" would be more of a fun advancement along the lines of "A Furious Cocktail" or "How Did We Get Here?" as well as represent gradual progression throughout the game. [link] [comments] | ||
Posted: 03 Dec 2020 06:36 AM PST
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Feather fall should make your steps and fall immune to the skulk sensor Posted: 03 Dec 2020 03:16 PM PST | ||
Posted: 03 Dec 2020 12:47 AM PST Discover every cave type. Mojang devs have confirmed that biomes are three dimensional and that many more cave variations will be coming, meaning a cool advancement challenge would be to discover every cave variant. This is similar to the "Adventuring Time" advancement, except this would be relevant to 1.17. The name "Heigh Ho" is a reference to Snow White and the Seven Dwarfs, as the dwarfs work in diamond mines. [link] [comments] | ||
Shift right-clicking a lectern with an empty hand should pick up the book without the interface Posted: 03 Dec 2020 12:00 PM PST Just a small QOL change that would make it slightly easier to use a lectern. [link] [comments] | ||
Spyglass lets you see names of entities. Posted: 03 Dec 2020 11:31 AM PST Looking at a named entity should make its name pop up somewhere above the entity or on the side of the screen. [link] [comments] | ||
Posted: 03 Dec 2020 12:55 PM PST Overview: Usually whenever I would load up a world I could find a regular village in about 2-7 Minutes. This can allow for an easy start to the player as they are able to find a Blacksmith and get Iron Materials right off the bat, and may be able to go to the Nether. One Idea I have for players to be able to explore more of the Overworld, or provide more danger for the player is through Pillaged/Trapped Villages. Mechanics: The way this would work is that whenever a world is generated these villages will have the appearance of the ruins of a village that had recently been killed off. There would be less loot in the chests a normal village would have. There would be Ominous Banners placed around the village as well. Whenever the player would enter the village it could either be a Pillaged Village or a Trapped One, similar to how a skeleton horse can be a skeleton trapped if the player is near. If the village is pillaged the well in the village will start to drain leading down towards a room that has all the stolen loot from the village called the Raid Storage Area. Ambush: If the village is trapped, an event called "Ambush" would be triggered. Bells would start to ring and then cause a Boss Bar to appear at the top showing "Pillager Ambush" depending on the amount of loot that is generated in the Raid Storage Area determines the difficulty of the Ambush. After the pillagers are defeated rather than the well draining, an explosion will open up the Raid Storage Room. Loot: The loot generated is determined wether it is a Pillaged Village, or a Trapped Village. If it is a Pillaged Village you are more likely to see food items rather than any weapons, iron, obsidian, or any tools. With the Trapped village its vice versa. Extra: -Players are more likely to see trapped villages if they have ever gotten the Bad Omen Enchant. -Players who have the Bad Omen Enchant currently will always be attacked with an ambush whenever going into one of these villages. [link] [comments] | ||
Add a unique death message for falling on, and getting hit by pointed dripstone Posted: 03 Dec 2020 01:18 PM PST Currently, the death messages are just reused. I think that this unique way for dyeing deserves and equally unique name. I propose that we add the death message "Player was skewered" for getting killed by dripstone spikes. [link] [comments] | ||
Please add mining bedrock / passing bedrock to the fps list. Posted: 03 Dec 2020 06:18 AM PST The sole purpose of bedrock is to prevent the player from digging into the void. "Two layers of bedrock," the idea that a lot of people keep suggesting, is ridiculous. The developers will obviously just include the deep dark above the bedrock layer. [link] [comments] | ||
Posted: 03 Dec 2020 09:50 AM PST
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Alternative ideas to make rabbit hide more accessible (not another "leather scrap" suggestion) Posted: 03 Dec 2020 01:47 PM PST I've played around with bundles in survival mode enough to warm up to them. They are pretty useful in many miscellaneous situations. The only gripe I still have is that getting the resources to make them is an absurdly grindy task. Here are two of my ideas to tweak rabbits so that bundles can be much easier to actually obtain: Suggestion A - TL;DR: Goat-like breeding. In the test snapshot on bedrock edition, breeding goats is much different that regular animal breeding. Instead of just one baby, they have somewhere around 3-5. Adding that behavior to rabbits could help in not having to wait for more to spawn, and this would make it much less tedious to farm rabbit hide. Suggestion B - TL;DR: Increase the drop rates of rabbit hide I actually looked up how often rabbits drop their hide after I had killed 3 to no avail. It turns out, they only have a 50% chance of dropping a single rabbit hide. On average, that's 8 rabbits to have to find, chase (which is also a pain) and kill. For a single bundle. In that time, I could already have a decent set-up, some iron armor, and maybe even hit diamonds. Instead I'm wandering through the snowy tundras wondering if all this work is even worth it. I think that an increase in the drop chance, increase the number of rabbit hide that can drop or even both would be great. [link] [comments] | ||
Colour of wood tools match the colour of wood planks crafted from Posted: 03 Dec 2020 05:09 AM PST I sometimes think that wood tools are boring, in the sense that even though they are crafted from different coloured planks, the tool is always the same colour. So I just had an idea that the colour of the wooden tool should match the colour of the planks they're coloured from. For example, wooden tools crafted from Crimson planks will be coloured red, while those from warped ones should be coloured blue. For wood tools crafted from different kinds of planks, the colour of the planks will mix. I think this change will add some more colour and realism into the game. I don't think this feature is really that important, but I think this will just be a nice aesthetic feature. [link] [comments] | ||
Adobe Block. Crafting with Dirt and Wheat Posted: 03 Dec 2020 09:54 AM PST (Adobe bricks have been requested before, but felt more negative toward the dirt block as a whole) Combine Dirt and Wheat (maybe add water?) to create Adobe blocks, slabs, stairs, and walls. Ideally with durability less than stone, but stronger than dirt. It could be a good early game block as well as add to desert villages. Pros: Increase use for Dirt and Wheat. [link] [comments] | ||
Huge Crimson Fungus and Huge Warped Fungus Nether Wart Leaves need to decay Posted: 03 Dec 2020 12:17 PM PST They are just Nether trees, and when the wood is chopped down, the Nether wart blocks and warped wart blocks need to decay. If they do not decay, it's just going to be annoying to have floating wart blocks. Also, maybe the wart blocks can only be collected via shears, just like normal leaves. [link] [comments] | ||
Bells should confuse Sculk Sensors Posted: 03 Dec 2020 07:52 AM PST Currently, sculk sensors do not respond to bells ringing, which is weird for an object that detects vibrations/sound. I think that since bells are FRIGGIN LOUD, and sculk sensors are so sensitive to sound, they should emit a random frequency when connected to a comparator. This would be useful for making randomizers for redstone, as well as giving you another way to defuse/bypass sculk traps if you're creative enough. [link] [comments] | ||
Mud (and related blocks)... HEAR ME OUT Posted: 03 Dec 2020 11:18 AM PST As for mud, Minecraft needs to add mud to where river beds meet dirt. This feature would have worked great with the aquatic update, but can still arrive and be biome specific. This would also work well with the cave update because of vibrations I'll discuss later. The generation would be similar to clay but its a wet mud between the dry dirt and water. Now you're likely thinking, why add Mud? What purpose does it serve? Well let me tell you what it could do. Mud is often sticky. We have blocks such as soul sand and soil soil but you can only get those in the nether. If you aren't able to venture out yet, you should be able to use this overworld equivalent! It'd be a little faster than soul sand, and also DAMPEN ALL VIBRATIONS. Because mud sticks to you it would dampen the sound and so sculk sensors and wardens would not hear you stepping on it and walking, but with a set back. Mud needs to have a water source block next to it or flowing water into it to remain, well, mud. It would be mined with shovel but if you place it where there is not water, it releases the black smoke particle and dries out. What would it dry out into? Hardened mud. This block looks similar to brown hardened clay but is useful. Putting hardened mud in a furnace yields soil. This soil can be tilled and It grows crops 2x faster than farm land cause its nutrient rich. Placing the mud itself as is in a furnace yields course dirt. [link] [comments] | ||
Illagers can open wooden doors on hard mode. Posted: 03 Dec 2020 11:51 AM PST At one point illagers were able to open doors but it was removed for some reason and it makes no sense for the illagers to not be able to open doors. Makes sense for a pillager because he is holding a crossbow. But this should be hard mode only because on normal and easy mode the illagers could just open the door and kill the villager and this seems like a hard mode thing. [link] [comments] |
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