Minecraft Pay toolsmith/armorsmith/weaponsmith villagers to repair gear |
- Pay toolsmith/armorsmith/weaponsmith villagers to repair gear
- Snow Golems should deal 0.5 hearts of damage.
- A "Miner" Inconvenience
- Charred Forest
- Sea pickles glow when in the rain
- Using bone meal on dirt blocks that are next to grass blocks causes the grass to spread to this dirt
- If the Height Limit is increased, there should be a falling sound effect that plays when you fall a certain distance.
- Rename Pointed Dripstone to Dripstone Spike
- Add “Luck” to beacons
- Cats should hiss when they see creepers and phantoms.
- A /damage command
- Customized armour.
- Make Cobwebs Flammable
- Explosions should disorient a warden, giving you time to hide again or escape.
- Introducing the Sploder! (and underwater tnt!)
- Ability to dye water
- When a mob has the blindness effect it should wander in random directions until it wears off, more details below
- A New Way for Rubies To Return to Minecraft
- Empty/Blank Music Disks
- New Shield Enchantment: Parrying
- “Go Outside”
- A proposed use for bats
- Night Owl
Pay toolsmith/armorsmith/weaponsmith villagers to repair gear Posted: 31 Jan 2021 02:31 AM PST Pay emeralds for a villager with the related trade to repair gear. Cost depends on the material. This would save on xp levels and materials as well as give toolsmiths, weaponsmiths, and armorsmiths an additional function [link] [comments] | ||
Snow Golems should deal 0.5 hearts of damage. Posted: 31 Jan 2021 01:35 AM PST Snow Golems are honestly really useless since they don't do any damage. I think that adding 0.5 hearts of damage to the snow golem could make it finally useful for the player. players could use snow golems as a line of defense in their base. I think it would work. change flair if needed [link] [comments] | ||
Posted: 31 Jan 2021 01:30 PM PST Have a pickaxe break when you're below Y levels 20 and 0. [link] [comments] | ||
Posted: 31 Jan 2021 12:54 PM PST Since the Nether is burning hot, there should be a biome where all the trees have been died or scarred by the intense heat. Similarly, most mobs will also have perished in this biome due to the extreme heatstroke. Also, this biome should be in the Overworld, because of solar storms, which can also char trees' leaves and just leave trees barren. Thus, there should be a new biome where like all trees have died: Charred Forest. Finally, Minecraft should also have some forest biome variety, like a biome where all trees have died, adding another reason why a Charred Forest is awesome. The Charred Forest will be the only biome that can generate in both the Overworld and Nether due to the reason I gave above. Here is what you will find in charred forests: Mobs: Wither skeletons. Since charred trees are mostly blackish, and are dangerous to touch in real life, wither skeletons should generate in charred forests. Animals lying on the ground. Like all animals have been killed or withered due to the intense heat, thereby withering crops and things. This is the only biome where you'll find fallen scattered animals lying on the ground. Weather: This is the only biome where there is a unique type of weather, wither rain. It's as simple as the name, if players are exposed to the rain, they will get the wither effect. It can be prevented by wearing a wither skull on the player's head. Blocks and Terrain: The charred forest is the only area in Minecraft where players can find a new wood variant; charred wood, planks, slabs, etc. Like the nether wood variants, charred wood is not flammable. However, unlike all the other types of wood, any player or mob that gets in contact with a charred wood will get the wither effect for 3 seconds. I think this type of wood will be useful for several traps. Wither roses will be added to add to the charred forests' blackish theme. Additionally, scattered coal blocks will generate in the biome because some mobs got so overheated they just turned into coal. Rarity: In the Overworld, charred forests will be comparable to the rarity of jungles. Additionally, charred forests will often be surrounded by other warm biomes, such as deserts, savannas, or badlands. Their size will also be pretty small. Very rarely one might find a charred forest in the middle of a snow biome due to how Minecraft generates biomes though. In the Nether, charred forests generate independently (not dependent of other biomes), and is comparable to the rarity of the warped forest. Summary Overall, even though the biome could be dangerous due to the wither rain, it has several exclusive mobs and features that can be found in this biome, so it's worth the trek. Also, this biome is needed for the Biome Hunter advancement, adding to another reason why this biome is worth it. [link] [comments] | ||
Sea pickles glow when in the rain Posted: 31 Jan 2021 12:06 PM PST Sea pickes are really neat ways to light up the ocean And as decor. But what if sea pickles glowed, as long as they are wet? This would include having rain veing able to make them glow. [link] [comments] | ||
Using bone meal on dirt blocks that are next to grass blocks causes the grass to spread to this dirt Posted: 31 Jan 2021 12:10 PM PST Right now spreading takes a painful amount of time, so maybe this would be cool? There's a con though: this ability would make bone meal too precious... but who knows...? :D [link] [comments] | ||
Posted: 31 Jan 2021 08:17 AM PST I just think it would be a good indicator of how many blocks you have actually fallen, which may also be a bit more obvious when you're falling from high terrain, such as from the top of an amplified / height limit increased world, or from a high nether biome. There's currently a sound effect of passing wind at a high speed that plays when you're flying with the elytra, so it could be that sound effect, or to avoid potential confusion, add a separate wind falling sound effect. [link] [comments] | ||
Rename Pointed Dripstone to Dripstone Spike Posted: 31 Jan 2021 09:27 AM PST Says it in the title basically. Imo it is a bit of a strange and underwhelming name that makes deadly stalagmites and stalagtites just sound like a pointy rock. [link] [comments] | ||
Posted: 31 Jan 2021 07:41 AM PST Luck is the unused potion effect, and since it is only super worthwhile for fishing, I believe it should be a beacon power. Luck could be in one of the bottom tiers perhaps, bottlenecking it to late game. You could set up a lunch beacon at a fishing outpost and get stuff [link] [comments] | ||
Cats should hiss when they see creepers and phantoms. Posted: 31 Jan 2021 04:22 AM PST Usually, when cats don't like something, they hiss at it to get it away. So why not make it hiss when it sees Creepers and Phantoms? [link] [comments] | ||
Posted: 30 Jan 2021 11:34 PM PST /damage <player> <amount> [relative] Amount would be in half-hearts. So if you entered 14, the target player would take 7 hearts of damage. Just thought this would be a convenient command to have! [link] [comments] | ||
Posted: 31 Jan 2021 09:18 AM PST Currently all advanced players look the same, skins are hidden under armours and its kinda boring. Helmets could be customized to add horns, wings or crests of various colours. The rest of the armour could be customized with coloured patterns similarly to banners or perhaps even tabards that would be added like a banner to a shield. [link] [comments] | ||
Posted: 31 Jan 2021 02:01 AM PST Cobwebs are made out of string, string burns. So why can't cobwebs? If cobwebs could burn it would make clearing out cave spider nests in mine shafts so much easier and it would make sense as well! [link] [comments] | ||
Explosions should disorient a warden, giving you time to hide again or escape. Posted: 31 Jan 2021 04:51 AM PST Wardens detect sound and explosions are, well, loud. Very loud. If there is an explosion in the deep dark, wardens that are loaded should try to come to that area, making TNT mining risky and creepers even more dangerous. If the explosion goes off after the warden has started chasing you, it should run to that noise and you should be able to hide again since the massive sound made it lose track of you. If its directly caught in the blast, it could be stunned for a second or two because of the fact that it's being overloaded with sound, doing an animation where it holds its antennae. Maybe they should also take reduced damage from explosions to avoid cheesing. Similarly, they should avoid attacking creepers entirely because of this. [link] [comments] | ||
Introducing the Sploder! (and underwater tnt!) Posted: 31 Jan 2021 03:52 PM PST
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Posted: 31 Jan 2021 02:58 PM PST The closest thing we have to this is going into a different biome to change water color, but I think it would be huge for builds if you could right-click water with a dye color, and have it change to that. The water would turn from a faded color into an actual straight color depending on how much dye you use. Let me know what you guys think! [link] [comments] | ||
Posted: 30 Jan 2021 09:39 PM PST Sorry if this has already been posted btw. It would also be cool to see this effect specific mob behavior, for examples skeletons will shoot in random directions and creepers would explode if they run into a block. [link] [comments] | ||
A New Way for Rubies To Return to Minecraft Posted: 31 Jan 2021 04:22 PM PST I have found a new way for rubies to be re-added into the game, but with a new purpose and use, making it a potential candidate to be added in the upcoming 1.17 Caves & Cliffs Update. Where to find rubies, how to mine them? Rubies would be a desert-exclusive ore, meaning it can only be found in the desert underground, giving the boring desert some life. It would spawn one level below diamond (Y: 11) and lower. You would need a diamond pickaxe to mine rubies, which generate in veins of up to 4. They would be rarer than diamonds, making them a challenge to get, which pays off for their reward. A new way for rubies to be useful: Rubies, spiritually, are known to be the gemstone of loyalty, which means they'll stay by your side. Grinding a ruby into your tools/armor pieces using a smithing table will give your tools/armor the ability to stay with you when you die and respawn, letting there be a way to avoid losing your hard-earned items. The negative consequences: To add more balance, after the ruby-infused tool/armor piece respawns with the player, the ruby will break off of them and will then remove the ability for the tools/armor pieces to stay with the player when they respawn again without another ruby to help them out. The ruby-infused tools/armor also lose a lot of durability when they respawn, with enchantments like unbreaking having no effect on the outcome. [link] [comments] | ||
Posted: 31 Jan 2021 09:21 AM PST To get straight to the point, these would boil down to music disks that you could add your own sounds to. Obtaining: Maybe as a rare drop from a skeleton killing a creeper, or maybe a villager could trade it, like the cartographer or librarian Mechanics: Wool occlusion like the new skulk sensors, sounds could be recorded on to the disk like an IRL record. If a villager noise is put on there, it could temporarily lure zombies and husks away, if a cat sound is put on there, a creeper is temporarily scared away (not the cat music disk already in the game), and other stuff like that. Usage: Builders and people who work with noteblocks and general sound things in Minecraft could have serious uses for this, and also redstoners who work with farms could use it. Implementation: With the introduction of the skulk sensor and the warden, it is reasonable to assume Minecraft's sound engine is being reworked. 1.17 is a really great, and potentially only opportunity to put this into the game. [link] [comments] | ||
New Shield Enchantment: Parrying Posted: 31 Jan 2021 12:47 PM PST This enchantment is exclusive to shields. It allows you to reflect projectiles back at their senders, including Ender Dragon fireballs, blaze fireballs, ghast fireballs, arrows, shulker bullets, etc. In terms of skeletons, drowned with tridents, and the like, the benefit to having parrying instead of just blocking it is that the arrow/trident will fly back with the same speed that it had coming to you. This is different from just blocking, which as you know, greatly reduces the range that the arrow travels. This could also be used to reduce the knockback of ravager and hoglin attacks. A parry would make a unique metallic clang sound effect so that the player knows when they parried. Maybe parrying melee attacks from other players could even guarantee your next melee strike is critical or stun them from using their own melee weapon for a split second, letting you counter attack. The deflection would only activate within 0.5 seconds of bringing up your shield with parrying 1, 0.7 seconds with parrying 2, and 0.9 seconds with parrying 3. This would bring a lot more depth to combat, rewarding quick reflexes and discouraging just holding down shield and walking toward an opponent that is shooting arrows. [link] [comments] | ||
Posted: 31 Jan 2021 02:40 PM PST Build a full netherite beacon. Idk auto mod says this isn't long enough so I got this idea of WadZees video. [link] [comments] | ||
Posted: 30 Jan 2021 04:38 PM PST A big part of Minecraft is caves. A big part of caves is bats. What if bats could ocassionally guide lost spelunkers to the surface? A possible way for this to work could be starting at the twilight of night, bats could path-find their way to the nearest surface. This could help desperate lost miners find a path, as well as give more use to the clocks in game. For technical function, you could have the bats path-find to the closest grass block, sand block, or other kind of surface block at Y-level 64 or above. It may be hard to detect when a bat is surfacing, so maybe have them make a unique sound, particle, or animation to indicate to the player that the bat is about to surfaces. It wouldn't be too over powered, and it would be difficult to abuse. This could also help players on the surface find nearby caves, by seeing where the bats come out. Though not a large feature, it has it's uses, and can give a bit more detail to the game. If it's not too difficult or time consuming to implement, this feature could come out in the cave and cliffs update. For those who do or don't like the idea, or have any changes and suggestions to it, please tell me in the comments. [link] [comments] | ||
Posted: 31 Jan 2021 01:20 PM PST |
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