Minecraft oxidisation with the 1.17 copper block should go in reverse in the end. |
- oxidisation with the 1.17 copper block should go in reverse in the end.
- Old meteorite craters
- Timestamp on furnaces
- •The water in the mushroom biome should have its own color.
- Iron Golems that are manually built should stay in villages they were built in
- A depth meter
- Shooting stars
- You should be able to hear amethyst twinkles from a distance.
- Grimstone Caves should have new structures that don't generate in the normal caves
- Naming a cave spider "Charlotte" with a name tag should cause it to occasionally place a cobweb on the nearest solid surface.
- Redstone ore should generate on the surface rarely in frozen biomes
- Pillaged village
- Non killable tamed mobs if pvp is disabled
- Mushroom Island, but as a cave biome
- Using a grindstone on an “end rod” cuts off the bottom plate changing it into an “endless rod”.
- Fossils should spawn below y=0 now, instead of just spawning in Desert and Swamp biomes
- Possible Bat Drop (Bat Wings)
- Glow Squids ideas
- Barrel of Explosives, new decor and utility block.
- Vex should be afraid of Candles
- Different mobs should spawn below y 0.
- The crafting recipe to dye wool should be 1 dye for 8 wool, not 1:1
- More enchants for Elytra
- Add unlit torches to replace water breaking torches (and for added decor for pyramids, nether fortresses, strongholds, etc).
oxidisation with the 1.17 copper block should go in reverse in the end. Posted: 21 Feb 2021 11:54 PM PST the end is a barren, alien wasteland where the laws of physics don't seem to apply. so what if copper, instead of oxidising, and weathering actually went from oxidised copper to weathered copper and so on, due to the strange and ominous weather. if copper gets weathered it becomes useless, as in real life but it can also be reverse in real life with vinegar and salt. unfortunately we do not have vinegar and salt in Minecraft so this would be impossible. but what if by placing oxidised copper blocks in the end you could effectively reverse copper oxidisation, making it useful again. this wouldn't be too overpowered as early game players would not be able to do this without going to the end. even for late game players it would take time for the oxidisation to be reversed. [link] [comments] | ||
Posted: 22 Feb 2021 07:10 AM PST Disclaimer: I am not suggesting meteorites that can destroy your builds or kill you. I am suggesting old, like a million years old, craters. My idea is to add a new structure, meteorite craters. They wouldn't have fire, lava, etc. They would be already very old, often with lakes. But the distinguishing thing would be obsidian, basalt and grimstone found in such craters (even on their surface). Inside they could have different materials not normally found in the Overworld, like end stone, netherrack, prismarine or even, VERY rarely... ancient debris. Well, and some usual Overworld stuff like iron. They would be slightly bigger than the craters TNT makes. [link] [comments] | ||
Posted: 21 Feb 2021 10:42 PM PST » In the current version if you're cooking food or smelting ores on a furnace and you go away the area gets freed up from the game memory and the furnace stops working until you get back to it. » If Minecraft stored a timestamp on furnaces and a player decided to go away, the next time the area is loaded the game'd calculate how many items could have been smelt, how much coal would have been used, and update the furnance items accordingly. » The same calculation could be used by crops and done when a player sleeps. Legacy console version had it and I've searched the subreddit for it, but I only two posts from 4~8 years ago and it wasn't posted on the MC Feedback platform. This is one of the things the game def. needs before 2.0 Minecraft Feedback: https://feedback.minecraft.net/hc/en-us/community/posts/360077265492-Timestamp-on-furnaces [link] [comments] | ||
•The water in the mushroom biome should have its own color. Posted: 22 Feb 2021 09:54 AM PST •In the swamps the water is muddy, in the cold ocean it is dark blue. Why not give the mushroom biome its own water color? [link] [comments] | ||
Iron Golems that are manually built should stay in villages they were built in Posted: 22 Feb 2021 07:44 AM PST Currently, iron golems that are manually built will wander about and eventually wander off, never to be seen again. As the title says, I think that iron golems that are built within, let's say, a 50 block radius of a village bell that has at least one villager should stay within the village's perimeter as any other iron golem would. They would contribute to the cap of naturally spawning golems, but you could manually build as many as you wish and they will all stay within the village. It's a very small issue, but I think it would be a very welcome change for those who have villages that aren't able to naturally spawn golems that they wish to protect. [link] [comments] | ||
Posted: 22 Feb 2021 04:10 AM PST
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Posted: 22 Feb 2021 06:59 AM PST Just a purely decorative suggestion to make the night sky more interesting. [link] [comments] | ||
You should be able to hear amethyst twinkles from a distance. Posted: 22 Feb 2021 03:25 AM PST In the recent snapshot, while amethyst geodes are seen everywhere in spectator mode, it's very easy to go right past one when mining. This is why maybe it would help if you could hear the twinkling sound (which I absolutely love) when you're near one. It would add a whole new experience to mining and add a kind of magic to it when you hear the twinkling, and much like the lava sounds, try and locate it. [link] [comments] | ||
Grimstone Caves should have new structures that don't generate in the normal caves Posted: 22 Feb 2021 11:48 AM PST There is a lot going for the grimstone caves at the moment, what with the very beautiful yet foreboding Grimstone and dark atmosphere. However, I feel like there should be some more Grimstone cave exclusive structures that generate, to help add to the spooky atmosphere. Witch Circles - These witch circles are very small and very simple. They are simply 8 polished grimstone pillars in a 9x9 circle pattern, with lit candles arranged in an inner 5x5 circle. Naturally a witch also spawns with the structure. There wouldn't be any loot associated with the structure, they simply exist to add a bit of atmosphere to the dark and foreboding grimstone cavernsCircle From Far Away: https://i.imgur.com/3IqnW8Z.pngCircle From Up Close: https://i.imgur.com/O3vHsJc.png Grimstone Pillar - A really simple structure. It is a 3x3x5-10 pillar made out of grimstone. It has no loot, it has no special spawns it has no lighting, it is simply for atmosphere.Pillar: https://i.imgur.com/sJHYdp7.png Ruins - This structure is a large grimstone ruin made of Grimstone and Basalt. It is about as large as a desert ruin, and it features loot that mostly consists of string and bones, but occasionally will have bonemeal, bread, and charcoal. The main use of this structure is a large secret stash of coal blocks hidden in the structure. Since the structure would be rare, it would be helpful to come across the coal if you ran out of torches while in the darkness. However, I was thinking to make the structure a bit more threatening, Wither Skeletons could spawn inside it.Approaching The Ruins: https://i.imgur.com/IuwQB3X.pngHidden Coal Stash: https://i.imgur.com/jfWLFXP.png Abandoned Campsite - The last structure I have is the abandoned campsite. This structure is made of one extinguished campfire, some barrels, and a lantern. Simular to the other structures this one is rather small. However the barrels contain loot that is specifically designed to keep your mining adventure going. It can have some iron/stone pickaxes(with varying durability), some food, and maybe even an ingot or two. This structure is supposed to act as a sort of "safe place" for players. If they have a flint and steel they can light the campfire to cook food, and the lantern provides enough light to stop mobs from spawning too close. Let me know what you guys think of these ideas, and feel free to give me some of your own. [link] [comments] | ||
Posted: 22 Feb 2021 02:25 AM PST Extra details:
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Redstone ore should generate on the surface rarely in frozen biomes Posted: 22 Feb 2021 11:01 AM PST Similar to how coal generates (although more rarely) redstone should generate on the surface in cold biomes. This would make snowy biomes a good place to mine if you need redstone, and also somewhat add to the lore. I have a data pack that does this on my server, and it is really cool seeing redstone in snowy mountains and cliffs. It would generate normally everywhere else and also generate deep in snowy biomes, but it would add an alternative to collecting redstone deep underground or in a witch farm. [link] [comments] | ||
Posted: 21 Feb 2021 10:31 PM PST As the name would suggest this would be a village with about half the infrastructure destroyed and with a small amount of pillagers Just think it would be neat [link] [comments] | ||
Non killable tamed mobs if pvp is disabled Posted: 22 Feb 2021 04:21 AM PST So I play on a server with my friends and the owner decided to disable pvp because I was being a bit annoying and then I noticed I could kill his dog (I punched him to test) and then I came up with this idea, you could only kill tamed animals such as horses if they didn't have armor or saddles, or if your llama didn't have a carpet or chest on it or if your mule had a chest on it. It would also not kill them if they had name tags because axolots could be killed without name tags. [link] [comments] | ||
Mushroom Island, but as a cave biome Posted: 21 Feb 2021 09:08 PM PST I'm not suggesting a mushroom cave biome- no rather I'm suggesting a "safe space" biome. I think a mechanic that is far under utilized is the ability to stop mobs spawning in natural ways. Yes, the player can do things, but it would be great if the world could do it too. This biome could either be as rare or less rare than the normal mushroom biome, and doesn't have to be mushroom related at all! A new stone variant would be nice, but not needed as the biome would be known through its placements of a glowing flower throughout the caves. Maybe a downside would be reduced/almost no ore spawns, but imo that's a small price to pay for no mobs spawning at all. [link] [comments] | ||
Using a grindstone on an “end rod” cuts off the bottom plate changing it into an “endless rod”. Posted: 22 Feb 2021 01:57 AM PST This will allow end rods to be better joined together in larger numbers instead of mainly in pairs. As it stands right now there are not too many futuristic light sources and if you want to build in anything that's not rustics or medieval themed you're stuck with sea lanterns and end rods for lighting. This is just to make end rods in large batches since they are easily available with the new blaze farms in 1.16 [link] [comments] | ||
Fossils should spawn below y=0 now, instead of just spawning in Desert and Swamp biomes Posted: 21 Feb 2021 04:04 PM PST Fossils are already a quite rare structure to come across, given it only spawns in 2 biomes. I suggest fossils should be able to spawn below y=0 in any biome, exclusively in the large caves (cheese caves if I remember correctly?). This would make cheese caves not so empty, and make them somewhat more exciting to explore. [link] [comments] | ||
Posted: 22 Feb 2021 01:21 PM PST I've had this idea for a while, where bats will have a 10%-20% (somewhere in that range) chance of dropping bat wings. These bat wings would not be used to make potions or food, but instead in a crafting table can be crafted in a chestplate shape, and you would receive the Wing Suit (Name isn't great and should probably get changed). This would be a sort of early game elytra, but of course much less powerful. They would have much less durability, and I'm thinking maybe you can't use fireworks with them (using fireworks would just break the Wing Suit), and instead they can only be used for gliding. I think it could be a fun feature, especially for early game cave exploring, and would allow more casual players, who don't want to go end exploring, to experience, at least partly, what it is like to use an elytra. I think, overall, it could be fun, and would fit the cave update quite well. If you have any ideas that could make this concept any better feel free to tell me! If you really like this idea you can go support it on the official Minecraft Feedback page, Possible Bat Drop (Bat Wings) – Minecraft Feedback [link] [comments] | ||
Posted: 22 Feb 2021 09:36 AM PST
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Barrel of Explosives, new decor and utility block. Posted: 22 Feb 2021 03:42 PM PST Explosive barrels are as iconic as tnt, perhaps this way they can be implemented as a NEW EXPLOSIVE block. They are crafted with 4 tnt and one barrel. BehaviorThey will have a greater blast radius and do more damage. The explosions can also be toggled to focus in one of 6 directions, by using fireworks on them. AppearanceAll explosive barrels will have a sort of red sticker or a fuse on the lid. Directional explosive barrels will be stuffed with fireworks, which stick out from the lid. Barrels next to each other will light with a very short delay when exposed to fire after a few seconds. Primed barrels light in 3 seconds, rather than 5 [tnt], and have few fire particles when lit. [link] [comments] | ||
Vex should be afraid of Candles Posted: 22 Feb 2021 03:23 PM PST Currently, candles are just a decoration. It would be cool to see Vex react to candles the way creepers do to cats. You could possibly use this mechanic to make a cage for the Vex. [link] [comments] | ||
Different mobs should spawn below y 0. Posted: 22 Feb 2021 12:05 AM PST I feel like seeing the typical mobs below y zero kind of messes up the mood. Maybe just have wither skeletons, and witches or darker/camouflaged mobs? Or maybe even more aggressive and powerful mobs with a larger aggro distance, but less common? Wouldn't that make it spookier? Like you never know if something is just around the corner. [link] [comments] | ||
The crafting recipe to dye wool should be 1 dye for 8 wool, not 1:1 Posted: 21 Feb 2021 04:54 PM PST Terracotta, glass, and concrete powder (although you don't dye concrete powder after, but as part of the initial recipe) both follow this pattern, so it makes sense that wool should as well. Also, besides the parity issue, 1 dye for 1 wool is quite resource intensive. I know that most people dye the sheep instead, but still. [link] [comments] | ||
Posted: 22 Feb 2021 07:51 AM PST Similar to my "more enchants for shields" post and based on a comment there by u/CaptnPoPoc , here's some suggestions for more enchants for the Elytra (currently only having Unbreaking 1-3 and Mending which are boring) Carapace/Husk: (1-4) Making up for the whole "elytra on chestplate" thing, Carapace would add a very minimal amount of armor points to the Elytra. Alternatively, you could have Protection be applicable to the elytra and have it do the same. [link] [comments] | ||
Posted: 22 Feb 2021 02:06 PM PST There are several ways to take advantage of this. Instead of having torches be broken by water, they simply change into unlit torches. Thus, an unlit torch would be waterloggable. Allow torches to generate twice as frequently in Mineshafts, but have 50% of all torches generate as unlit. Allow torches to generate with Desert Wells, Bastions, and Witch Huts, but 50% of torches would generate unlit. Allow torches to generate in Desert Pyramids and Nether Fortresses, but 75% of these would generate unlit. Allow torches to generate in Strongholds, Zombie Villages, and Jungle Pyramids, but 100% of these would generate unlit. An unlit torch can be lit by (you guessed it) Flint & Steel; spreading fire and nearby lava should also light an unlit torch. Or if you have redstone dust, you could use it to light an unlit torch as well (converting it permanently into a redstone torch). [link] [comments] |
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