Minecraft Stonecutter blades should deal damage when powered by redstone. |
- Stonecutter blades should deal damage when powered by redstone.
- Woodland mansions should have unique "evil" decoration blocks that are otherwise inaccessible.
- Polar Bears should attack the player if they have fish in their inventory in Hard Mode
- Caves & Cliffs 1.17 - Cave Biome Idea: Fungi Forest
- Mansions should be more common
- If you drop fireworks into lava they should go off
- Abandoned Mineshaft wood type should match biome
- Cave Biome Idea: Carbon Caverns
- Anti-Crop Trampling Enchantment
- Fewer but stronger mobs should spawn in the new Grim layer of the underground.
- Ores and stone variants should appear in layers and streaks
- A built-in texture pack that distinguishes similar textures for colorblind people
- Terracotta Bricks/Tiles
- The Scrab (Sculk Crab)
- Seperate the nether wart block from crimson tree foliage.
- Make beacon beams invisible when going through tinted glass
- If a player escapes the Warden after alerting it of their presence e.g shooting it with a bow, it should go into a search phase for a certain amount of time.
- Having the glow effect makes mobs target you 5x their normal radius, and not be affected by obstructions.
- New achievement for when you kill a skeleton
- Mossy Stone
- Amethyst ideas
- Make jukeboxes play on repeat when they are receiving a redstone signal
- Deep Sea update
- Pressure plates placed on top of slime blocks should not be removed if the slime block moves.
Stonecutter blades should deal damage when powered by redstone. Posted: 21 Feb 2021 05:26 AM PST Many people have suggested that stonecutter blades deal damage when you step on them, but players probably don't want villagers taking damage from their workplace. I suggest that the blade on the stonecutter be retracted by default and only pop out and spin when powered by redstone or when the GUI is opened by a player. When the blade is spinning, it will do damage. They could even add a new death message for when you die to one. Additionally, I think it would be fun if stonecutters could be placed on all sides of a block, similar to a grindstone. This would open up the possibility of wall and ceiling traps. This would give the stonecutter a new use, while at the same time, prevent villagers from taking damage while they're working. This would be especially useful for traps, parkour maps, and mob farms. [link] [comments] |
Woodland mansions should have unique "evil" decoration blocks that are otherwise inaccessible. Posted: 21 Feb 2021 04:36 AM PST Ever since the raids have been added, there is no real incentive to travel to woodland mansions. However, what if those mansions would include unique evil decorations? Those would include:
[link] [comments] |
Polar Bears should attack the player if they have fish in their inventory in Hard Mode Posted: 21 Feb 2021 03:56 AM PST I think that just making Polar Bears have a greater possibility to be hostile to the player, if the player has fish in their inventory, would be a fun way to make Polar Bears more challenging in Hard Mode. Maybe in Normal Mode, the Polar Bears would only attack you if you had Salmon or Cod in your inventory, while in Hard Mode, they would attack you if you had any sort of fish in your inventory, dead or alive in buckets. [link] [comments] |
Caves & Cliffs 1.17 - Cave Biome Idea: Fungi Forest Posted: 21 Feb 2021 04:50 AM PST The Fungi Forest is a biome full of giant mushrooms and small mushrooms, basically home to a fungal overgrowth. It is a lit up biome as some mushrooms even glow and are bioluminescent. These mushrooms can grow on the floor, walls, and ceiling. [link] [comments] |
Mansions should be more common Posted: 20 Feb 2021 06:13 PM PST There's no point in traveling like 25,000-30,000 blocks just to get to a colossal structure with no exclusive items or mobs. Originally it was the only place where vindicators, evokers, and totems of undying could be found, but all those can be found only with raids. This makes mansions literally obsolete and useless now. Additionally, Minecraft has some weird generation, so a lava lake right next to the mansion can cause the entire mansion to burn down rather quickly since most of the mansion is made of wood. My idea is just to make mansions more common. I think it should be like 10,000-15,000 blocks instead of 25,000-30,000 blocks. Summary: Mansions are obsolete, and are also really rare. I like the fact that they are rare since they take up a lot of space, but the rarity is just WAY WAY too much. [link] [comments] |
If you drop fireworks into lava they should go off Posted: 21 Feb 2021 01:47 AM PST When fireworks fall into lava they should be activated instead of burning. [link] [comments] |
Abandoned Mineshaft wood type should match biome Posted: 21 Feb 2021 10:15 AM PST |
Cave Biome Idea: Carbon Caverns Posted: 21 Feb 2021 05:18 AM PST A cave variant more similar to current caves, coal is much more common and covers the walls and ceilings inside. Certain areas may be extremely dense and act like water, the denser areas give you air bubbles on screen and you can die of suffocation. Respiration helps here and can get you through the dangerous parts of the carbon caverns. When you reach diamond level, the carbon caves are much more likely to contain diamonds than other cave types. The caves become rarer as your Y level decreases though. [link] [comments] |
Anti-Crop Trampling Enchantment Posted: 21 Feb 2021 11:17 AM PST After the 100th time of trampling my crops, I have decided it would be really nice to have an enchantment that prevents the player from trampling their crops. Honestly, by the time you are enchanting things, you are already really far in the game, and deserve some quality of life improvements if you are willing to get them. (this is my first post here so... ye :D) [link] [comments] |
Fewer but stronger mobs should spawn in the new Grim layer of the underground. Posted: 21 Feb 2021 07:24 AM PST With the newest snapshots of the caves and cliffs, Minecraft has added an entirely new layer to it's world generation in the form of the grimstone layers. This stretch of dark stone far beneath the surface is quite menacing compared to what we're used to, as if it were this great terrifying challenge that promised risk and reward! Imagine my disappointment when all I saw were the usual hordes of enemies clambering throughout these caves. This grim darkness, for all it's ominous glory and promise of wealth, needs a bit more than just the usual crowds of mobs to be truly terrifying. This is why I present a simple change: Have fewer, but stronger mobs spawn in the Grim levels of the underground. Now, I only say fewer as in, maybe 3/4 of the usual spawns. I'd like to keep the Grim a bit atmospheric, as if few things can carve out a place betwixt the grimstone, but those that have certainly thrive. It also helps to keep you guessing what you'll face next in the darkness. Suggestion, Part 1: Have cave spiders, husks, and strays replace roughly 25%/50%/75% (depending on difficulty) of the spawns for regular spiders, zombies, and skeletons. This simple change would already make the grim levels fairly rough compared to the usual caves.
Suggestion, Part 2: Mobs unique to the grim levels. I'm not talking super unique mobs, moreso variants of what we have. A few ideas:
These are only a few ideas I've had rolling around in my head. I'm sure as Caves and Cliffs go on, we'll see similar things happening with the Grim levels (after all, the Warden can't be the only threat down below!), but for now these are just my ideas for what would make this new part of our Minecraftian worlds a more challenging place. [link] [comments] |
Ores and stone variants should appear in layers and streaks Posted: 21 Feb 2021 12:29 PM PST LAYERS MOJANG, LAYERS! In real life, most quarries and mines follow a vein or a large, relatively flat layer that is rich in a particular mineral or ore. This is reflected in the terra-cotta formations in the badlands biome, but should also be reflected in ore, andesite, diorite, and granite formations underground. I cringe every time I see big blobs of these stone variants, it's ugly and high contrast with the stone around it. While it's true you do get roundish inclusions of one stone type inside another, most often it is pancaked out in layers and/or highly concentrated in certain areas. Mojang should have these variants form in 1-3 thick layers in certain biomes instead of just the blobs we see today, or at least most of the time. It would create a much more natural looking cave to have a vein of diorite in the wall rather than random blotches of the stuff. It would be cool to do similar things with ore as well. That way, you can have designated regions of high concentration you can say are your copper mine, iron mine, or coal mine, instead of just one big branch mine. I get that they are doing this with the ore variation by height, but they could also make it vary by biome or chunk so some areas could create a local quarry or mine of a particular mineral. [link] [comments] |
A built-in texture pack that distinguishes similar textures for colorblind people Posted: 21 Feb 2021 09:14 AM PST With as many downloads as Minecraft has, it is only fair that it should be accessible to anyone. I think stuff such as weapons and gear should have difference within the textures. Not only would it make each set of armor unique and more appealing, it would be useful to colorblind people, such as how netherite has a rippled texture. [link] [comments] |
Posted: 21 Feb 2021 12:23 PM PST Hello everyone, The recent snapshot which showcased the new Grimstone blocks gave me the idea that Minecraft should implement Terracotta Bricks/Tiles. Just like the new Grimstone tiles, we should be able to make differently toned bricks using terracotta and possibly mix and match them using a stonecutter or crafting table. This would help with mediterranean, Italian, and Spanish style builds and increase the variation in all brick builds. [link] [comments] |
Posted: 20 Feb 2021 10:39 PM PST Spawns in deep dark caves The Scrab will not approach the player directly and may not notice them at a distance due to its poor eyesight. The Scrab has 30 health and retreats when hit When approached by another Scrab they will often fight over territory Be careful, when players get too close to the Scrab it will become curious and pinch them, doing a small amount of damage and possibly alerting the warden. The Scrab has a 40% chance to drop a shell scrap which can be used to brew a potion of stealth The potion of stealth will reduce the distance from which Sculk sensors can detect the player by ¼ at level 1, ⅓ at level 2 and ½ at level 3 When near an angry warden Scrabs will often become confused and attack players aggressively as well as other Scrabs (This kinda blew up on the minecraft sub and people asked me to put it here so it's official) Texture/model concept: [link] [comments] |
Seperate the nether wart block from crimson tree foliage. Posted: 21 Feb 2021 03:34 AM PST The nether wart block is crafted with 9 nether wart, yet it's not a storage block, because it's used as the "leaves" of the crimson fungus tree. It's not a very pretty block, and it doesn't have any special uses. So I suggest that the foliage of both crimson and warped trees should act more like leaves (only drop when broken with the right tool, decays when stems are broken...) And a storage block for nether wart is added that looks more like a package of wart, similar to the dried kelp block and hay bales. This storage block should also be crattable back into 9 nether wart. [link] [comments] |
Make beacon beams invisible when going through tinted glass Posted: 20 Feb 2021 10:47 PM PST Have beacon beams turn invisible when it goes through tinted glass like it does with stained glass but invisible instead if colour so you can have the effects but without a beam [link] [comments] |
Posted: 21 Feb 2021 05:11 AM PST I think this would encourage players to not attack the warden as it would be more wary of their presence. Maybe it could increase the wardens detection range, or it could hear you crouching? I'm open to suggestions. [link] [comments] |
Posted: 21 Feb 2021 09:43 AM PST Hostile mobs target players only if they are in a specific distance away from the mob, depending on the type. Everyone knows that. If you're far enough away from a mob, it won't hurt you. It's eyes simply aren't good enough. They also will not target you if you are behind a block and they haven't seen you for a while. However, something with the glow effect is different. Something with the glow effect can be seen through blocks, and it makes sense that it can be seen much further, because of how bright it is. So I think mobs should be able to target players up to 5x their normal distance, and be able to target through blocks. Let me know what you think! [link] [comments] |
New achievement for when you kill a skeleton Posted: 21 Feb 2021 02:25 PM PST When you kill a Skeleton with a stone sword, You should get an achievement called "Sticks and Stones break my bones." Note that this achievement will only happen if you use a Stone Sword. [link] [comments] |
Posted: 21 Feb 2021 01:35 PM PST Before you fill the comment section with comments saying "UM MOSSY COBBLESTONE IS A THING," read this. Anyone else think it's strange that the only mossy variants of blocks are mossy cobblestone and mossy stone bricks? The closest thing to mossy stone that we currently have is mossy cobblestone. I think we need a variant of the normal stone that has moss growing on it. This would add some more flair to caves. Mining it would still drop cobblestone, unless you use a silk touch pickaxe. I think mossy stone should generate underground in Jungles. [link] [comments] |
Posted: 21 Feb 2021 05:47 AM PST I like amethyst but rn it's pretty useless so.... Heat Treating- Irl amethyst could be heated to change colour (Purple--> White--> Orange I believe) so it'll be cool for this to also be implemented. It'll have all the same uses as regular amethyst, just a different colour. It would be used for building, a compliment for amethyst to add a spot of colour. Geodes can also, rarely, spawn like this Redstone uses- Amethyst is piezoelectric (meaning if enough pressure is applied, electricity will be produced. So in minecraft amethyst could act as a pressure plate and button in one. If you throw an item or an entity is on the cluster it will produce a pulse. Also if it's pushed by a piston the same thing will happen, just as long the piston (or entity) is on it. It can also vary it's signal strength depending on what it was affected by. Nether quartz is also used in redstone so why not amethyst? Quartz clock- Instead of simply telling you where the sun/moon is, it could tell you the duration of things. Simply right click to activate and again to stop it, like a stop watch. Enchanting- I've got two ideas 1. Particle emitter- In an enchantment table you could add amethyst to an already enchanted tool/armor. This would apply a particle effect to whatever enchantments you have, a flame effect for Fire Aspect, a sparkle for Protection. Not only could this add extra customability but also an extra 'cool' factor. Of course you need a way to toggle or limit it to reduce lag.
Decoration- Polished amethyst can be made in a stonecutter and then could be turned into slabs, stairs, walls, etc Also tuff and calcite look great but are too rare. Tuff can be used to diffuse stone to andesite to grimstone and calcite but for diorite and stone. [link] [comments] |
Make jukeboxes play on repeat when they are receiving a redstone signal Posted: 20 Feb 2021 10:48 PM PST It would largely be a quality of life change for people who want to have a song play on repeat though I could see being potentially useful for redstone systems too. One other quality of life thing I would like to see would be discs going into your inventory if you have space available instead of poping out in a random direction [link] [comments] |
Posted: 21 Feb 2021 02:50 PM PST With Caves and Cliffs update adding much more depth to the world (literally and figuratively) I wonder if we'll ever see a deep sea update. With the popularity of the update aquatic and already having mob concepts like The Monster of the Ocean Depths, I feel an update like that would be a great addition! Oceans still feel pretty empty and besides Ocean Strongholds, there's not much reason to venture out far. Would love to see something like this in the future! [link] [comments] |
Pressure plates placed on top of slime blocks should not be removed if the slime block moves. Posted: 21 Feb 2021 12:33 PM PST An upward facing sticky piston with a slime block on top, and a pressure plate on top of that make a great jumping platform. Unfortunately it's single use as the plate comes off when the block moves, so it's useless for quickly getting around. [link] [comments] |
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