Minecraft Have spectral arrows be used to light up caves instead of adding torch arrows |
- Have spectral arrows be used to light up caves instead of adding torch arrows
- Mucilaginous plants: slimy plants that grow exclusively in slime chunks.
- Add a new flair: "Updates"
- Get Far-away Coordinates Using The Spyglass!
- Dripleaf plants with multiple dripleaves on them and a shorter dripleaf hitbox
- flower ideas came to my mind at 2am last night
- Grimstone Mineshafts are great, but...
- They Should Make Jukeboxes Loopable
- Glow berries should make foxes tameable
- Sinking and Falling (Biome Hazards in 1.17)
- Ores should sparkle in the dark
- Night Vision Goggles (Plus concept art)
- Deeper oceans + the abyss
- Stalactites Should Also Do This:
- TNT drops all items in Bedrock
- If you punch a villager and it’s trades worsen, splashing a regeneration 2 potion on it makes it partially forgive you.
- Knockback on tnt
- Grimstone makes mob spawns more dangerous
- Void Fog
- The end update.
- Piglin Brutes Shouldn't Always be Hostile
- I think we should have more friendly biomes.
- Set NBT in datapack custom recipe
- Chainmail should be more utilized with other armors like real chainmail
Have spectral arrows be used to light up caves instead of adding torch arrows Posted: 20 Feb 2021 06:46 AM PST this would make much more sense to me because spectral arrows give mobs a glowing effect when shot, so if you shoot a spectral arrow at a dark cave wall then it should light up that part of the wall until it despawns, I'm very tired so if that didn't make sense then basically Spectral arrows should emit light when they hit a block instead of adding torch arrows [link] [comments] | ||
Mucilaginous plants: slimy plants that grow exclusively in slime chunks. Posted: 20 Feb 2021 10:49 AM PST Certain, naturally slimy plants will grow exclusively in slime chunks in certain biomes. Such as Aloe Vera in desert biomes. Fly traps in plains and forests. Stickyweed in jungles. Algae in ocean biomes. So on and so fourth. All can be bonemealed into existence, and they generate with the world. [link] [comments] | ||
Posted: 20 Feb 2021 10:44 AM PST I've recently seen several users suggesting what future updates (such as 1.18) would be. They either flair it as "General", "Gameplay", or "Dimensions" or whatever. Since these type of posts are getting quite common, there should be a new flair "Updates". [link] [comments] | ||
Get Far-away Coordinates Using The Spyglass! Posted: 20 Feb 2021 03:23 PM PST Use the spyglass to get coordinates from any block. Aiming the spyglass at a block will show the coordinates of the block when zoomed in. • Would give some much needed functionality to the spyglass! • In single player it would aid in navigation by telling you the coordinates of an area you want to know the location of without having to make the journey there yourself. • In Multiplayer it could be used to point out something to other players more precisely, no more it's next to that tree over there! which tree? With this concept the reply would be over at X: 12 Y: 63 Z: -75! Feedback is always welcome this is a rough concept! [link] [comments] | ||
Dripleaf plants with multiple dripleaves on them and a shorter dripleaf hitbox Posted: 20 Feb 2021 06:55 AM PST
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flower ideas came to my mind at 2am last night Posted: 20 Feb 2021 06:08 AM PST • large flower pots for the 2 block high ones • i wanna dye my flower pots so bad ;-; • perhaps there should be some houseplants like tiny succulents you can grow by giving them water and place near a window ??? • idk i just wanna see more plants overall [link] [comments] | ||
Grimstone Mineshafts are great, but... Posted: 20 Feb 2021 08:24 AM PST The oak wood / planks don't work well with it, resulting in a very jarring contrast. Perhaps mineshafts generated below y level 0 should use Dark Oak planks instead? [link] [comments] | ||
They Should Make Jukeboxes Loopable Posted: 20 Feb 2021 01:34 AM PST Everytime I want to do something while listening a disk I have to replay the disk manually. It would be really nice if we could loop the music disk or make a redstone system for it there is one in Bedrock Edition already. [link] [comments] | ||
Glow berries should make foxes tameable Posted: 20 Feb 2021 12:28 PM PST As title suggests, foxes should be tameable when feed with glow berries or maybe another special ingredient including glow berrie and sweet berries [link] [comments] | ||
Sinking and Falling (Biome Hazards in 1.17) Posted: 20 Feb 2021 01:44 PM PST (The following suggestions are all supporting making biomes and environments more interesting and exciting to travel through! We'll be focusing on features that allow "Sinking and Falling".) First, it would be a fantastic idea to expand the threat of the freezing effect or powdered snow. Some ideas would be to bring this effect to the water in colder biomes. In frozen oceans, taiga rivers, and maybe even future lakes in the mountains! So whenever you're in contact with freezing water, you get colder and eventually freeze to death! Great! But we can take this one step further. Fragile ice! Ice that when you are too careless upon it, will break dropping you into the cold cold water below. Jumping and running will break the ice over time while crouching will help preserve it. When the ice faces the impact of something strong or fast, like an arrow hit, it breaks and disappears. While we're at it, why not make a fragile form of glass too? These would be really neat additions both to the environment and potential uses for many technologies and builds. Next up that I wanted to talk about is quick sand! Or powdered sand...? You can choose whichever you prefer. Quick sand will function almost exactly like powdered snow (in that you can sink into in), but it will suffocate you instead. The sand may also fall like normal falling blocks too. You can encounter this sand in the jungle or desert, or (if sandstorm weather is a good idea) it could be collected in cauldrons just like powdered snow! Anyway, that's about all I've got. These small things are all for the big idea of making the natural environments in Minecraft more exciting and interesting to explore! Thank you for your time, and I look forward to hearing about what you have to say! [link] [comments] | ||
Ores should sparkle in the dark Posted: 20 Feb 2021 02:32 PM PST With the new cave update lighting is much harder, so many ores will go unseen. I have addressed this already in this post. Another solution is to have ores sparkle. When your in the dark a small particle effect might drop ores like gold and diamond this will give you a hint of there general direction. This will go great with my Night vision goggles suggestion that expands on the idea. [link] [comments] | ||
Night Vision Goggles (Plus concept art) Posted: 20 Feb 2021 01:57 PM PST
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Posted: 20 Feb 2021 05:38 AM PST As the world height&depth limit has been increased, it allows for deeper oceans now. My idea is to make regular oceans go down to y20, shallow oceans - to y45, deep oceans - to y0 and very deep ones - to y-40. Under y0 oceans will have a dark fog, have no regular fish, squids or seagrass. Only glow squids, new mobs and drowned would spawn. I think there should be trenches even in the abyssal sub-zero oceans. By trenches I mean those underwater ravines with magma and obsidian. They could go as deep as bedrock level. New abyssal mobs would include the angler fish and the lantern fish. Both will have lights, and the angler fish's light will look the same from far away as a lantern fish. Lantern fishes would be small passive mobs, probably even smaller than cods. Angler fishes would be neutral mobs dealing 4 damage per hit. They would attack all types of fish and other small mobs (if they somehow get there). [link] [comments] | ||
Stalactites Should Also Do This: Posted: 20 Feb 2021 10:06 AM PST Stalactites with water above them should allow water to drop down and cover a 3x3 area and "protect" axolotls from "drying out" so we can pin them in case we don't want to flood an entire area with water. The point of "moisture" should be at the very center point of the block that's impacted by the water droplet. This goes the same for lava above the Stalactites in regards to Lava striders (I dont know about you guys, but I don't want lava in my house) [link] [comments] | ||
TNT drops all items in Bedrock Posted: 20 Feb 2021 04:37 PM PST Can we please get TNT to drop all items in Bedrock edition? Java has it so why can't bedrock? TNT would be so much more useful [link] [comments] | ||
Posted: 20 Feb 2021 06:28 AM PST The reason I think this should be added is that it's way too easy to punch a villager by accident, and other than trading with it or curing it, there's no late game solution to this. After all, the reason the villager is mad is because you lowered its health, and attempting to raise it again shows you care about it. [link] [comments] | ||
Posted: 20 Feb 2021 08:57 AM PST So, lit tnt is An entity, and a good amount of entities are effected by knockback. I think tnt should be included because I know I would enjoy lighting a tnt and smacking it at a farther away mob [link] [comments] | ||
Grimstone makes mob spawns more dangerous Posted: 20 Feb 2021 12:17 PM PST Feedback site post: Mobs that spawn on grimstone are more dangerous The introduction of Grimstone in negative Y levels is exciting and all, but I found myself wondering about what this change actually contributes to gameplay. At best it's just another decorative block to be used like Andesite or Blackstone and contributes to the eerie ambiance of the deepest caves, but in the end, will just clog up more inventory space. So I thought up a thematic way to make grimstone, and the negative Y caves by extension, more interesting. My idea is to have Grimstone affect how and what kind of enemies can spawn on top of it. This can just increase the light-level that enemies can spawn in or even make said monster more dangerous. This could be done in multiple ways, such as contributing to local difficulty for mobs spawned on Grimstone, making them more hardy and heavier hitting; making rarer mobs able to spawn naturally or just spawn more often (charged creepers, skeletons and zombies with higher-grade equipment, jockeys, fire-arrow skeletons, etc.); and/or boost enemies further such as spawning with status effects, giving skeletons tipped arrows, etc. This could make the block more valuable for making mob farms, make the Grimstone caves more intimidating, and more befitting of the name Grimstone. The effect could be removed in its other crafted forms so that it doesn't negatively affect builders just wanting to use it in builds and could be affected by the local density or depth of the Grimstone blocks being spawned on. [link] [comments] | ||
Posted: 20 Feb 2021 04:00 PM PST Disclaimer: I have not seen every single thing about the 1.17 snapshots as I want to keep myself as blind as possible. With the new update adding 64 blocks below bedrock, I feel that it could be a good time to reintroduce void fog. It should be easier to manage than it was all the way back in beta 1.8 seeing as it won't encroach you at diamond level. To remove annoyance of repeated visits in the void it could be easily dispelled with some torches or a helmet enchant. Also I think mobs should require higher lighting levels to stop spawning. [link] [comments] | ||
Posted: 20 Feb 2021 10:55 AM PST In my opinion, the next logical major update would be an end update. Especially after the nether was recently overhauled. Since the nether is clearly based on a hellish dimension, I think the end should try and maintain an alien theme. Like, a strange foreign alien world. I would want them to go all out with the weird, maybe lovecraftian like in places (minus the racism) BiomesFirstly, the new biomes. this is where the weirdness would truly come into play. The ender forests Tall, purple mushrooms would spawn here. They would produce a purple coloured wood. They would come in 2 variants, regular and hanging. Hanging forests would spawn on the underside of the islands with upside down mushrooms. End clouds Designed to generate far away from other end land. Made up of these large purple clouds. These are known as ender essence. More on these later. End fossils Yes, this would be a biome. probably the most ambitious idea. an entire biome, made up of bone blocks from an ancient long gone beast. I forgot about just making this a structure like regular fossils but this seems cool. End caverns Large open caves, contain large spikes constructed from obsidian. Large nests spawn here that contain endermites and shulkers. End lakes Large lakes of a new liquid called ender goo. This is a unique liquid as it actually defies gravity and flows up. When spawned in lakes, it will not be floating until it receives an update. Collecting this in a bottle will allow you to drink it and get levitation for a short period of time. MobsEnd muncher he name isn't completely unique I'll admit. This would primarily spawn in the end forests biome. They are a stationary mob that can't move but will snap out and attack near by players. They will also shoot purple slime that poisons the player. You are able to shear them up and set them up around your base as stationary turrets for defence. End turtle A floating mob that flies through the end. Notably large, slightly bigger than a Ghast. Can be sheared to collect chrous fruit, will regrow this regularly. It can be saddled and rode. They would be relatively slow but able to glide. they will only glide downwards and can't travel up. Lost spirit Hostile mobs that spawn in the ender caves. They will rise up from the ground and spawn in front of a player to suprise them. Resemble dark hooded creatures. Are able to travel through 1 block thick walls. Drop endoplaysm. EndoplasymA new item with various abilities. It is unique as when it drops from a spirit, it will float up like a particle effect rather than drop as an item before disappearing after a few seconds. If you use a bottle on it, you can collect this. Firstly, is the potion of phasing. Made like a regular potion. If the player sprints towards a block they'll phase through it (Minus bedrock) Next, if the player uses endoplaysm on a mob and then kill them, the mob will release its soul. If collected in a bottle, you'll gain a soul in a bottle. These have 3 unique uses. Redstone can be placed and If powered, will produce the sound of the relevant mob. drinking If consumed, The mob will follow the player if peaceful, and if hostile will help the player attack other hostile mobs while not attacking them. This effect ends if you attack one of the relevant mobs. Only one mob can be under this effect at once. spawning Combine with an egg to create the spawn egg of that mob. end cloudsThe block that makes up the end clouds biome. The player is able to physically phase through them, unless they are powered in which case they will become a solid block. The player is able to place another block in the same place to replace it without having to destroy the cloud first, so they could be used for planning projects. Shulk projectorsMade using 6 shulker shells, Ectoplaysm and an eye of ender. When placed, a 16x16x16 grid will appear in front of the block. If you place blocks inside this grid and then break the projector, The blocks will disappear and can then be moved by placing down the projector again. End points and end railsIf a player looks at an end point and right clicks, they'll be teleported to it, ender pearls can be placed inside them (up to 9) and each teleportation consumes one. End rails are similar, if 2 end rails are linked together with redstone, you'll teleport between them if travelled over them in a minecart. Ender catacombsA new structure found in end caves. Contains a chest with end city level loot. Also contains an engraved endstone block. These are available in 26 unique variants, each with a unique symbol resembling those found while enchanting. It could be a fun challange to find every variant. Each chest always contains a rune. These can be dyed and then combined with netherite armor or tools in a smiting table to dye them. If used in an anvil, it will colour the name only. New ore- EndustFound primarily in end caves, but spawn rarely in larger chunks on the underside of the end islands. Potions If used on a potion while brewing, You are able to either get level 3 potions, or level 2 potions that last up to 8 minutes. Enchanting Combine with an enchanted book to up the level of the book by one. You can even use this to go 1 higher than the usual max. These include protection V, Unbreaking IV, sharpness VI and more. Gear Combine with your gear in the smiting table To bound them. When you die, any bound gear will stay with you. Block If you build a block of endust, it will produce no light but will still prevent mobs from spawning. End conduit This idea is last because it's not as thought out, and it may be pretty OP, but I decided to include it anyway. If the player uses the end conduit and builds a structure similar to that of a regular conduit, They will get creative mode flying within its area. This would have to be very expensive, I'm thinking a netherite ingot, possibly even block and a nether star in the crafting recipe. Possibly a drop from a new boss instead of the star, or both. Let me know what you think :) EDIT- formatting [link] [comments] | ||
Piglin Brutes Shouldn't Always be Hostile Posted: 20 Feb 2021 01:31 PM PST Piglin Brutes have to guard the bastions, so it wouldn't make sense if they were aggravated if you were 30 blocks away from a bastion. i say that they should not be aggro if you are not near a bastion, and if you go in one they could chase you out, but once far away they will stop and return to the bastion. I have seen a problem where a youtuber named Grandayy raided a bastion but a brute followed him to his home and stayed for quite a while, so they must return to the bastion after chasing out players. [link] [comments] | ||
I think we should have more friendly biomes. Posted: 20 Feb 2021 11:05 AM PST Right now ll the Biomes we have are dangerous places. the Sea has constant drowns (though it is very pretty), The nether has constant mobs and The End is literally the end with giant friking dragon. I wish we had more things like mushroom biomes where there are no mobs. And mushroom biomes are SUPER rare. What about a candy land biome. or something that isn't to aggressive. [link] [comments] | ||
Set NBT in datapack custom recipe Posted: 20 Feb 2021 03:59 PM PST I know there are other ways to do that, but we cannot deny how much easier it would be to modify the nbt directly from there, especially the custom model. [link] [comments] | ||
Chainmail should be more utilized with other armors like real chainmail Posted: 20 Feb 2021 12:23 AM PST I think chainmail armor should be able to be worn under other armors. Either through an enchantment, or just as part of the armor. This would a) allow other armor types to have "armor toughness," a mechanic that, up until this point, has only been utilized on diamond and Netherite armor. the UI doesn't need to change at all, just allow chainmail armor to be put in the armor slots, and then let other armor go on top. If this opens too much possibility with protection then nerf the chainmail to have less armor itself, so it only gives armor toughness- which would be useless by itself, and only utilized once combined with other armor types. [link] [comments] |
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