Minecraft Stop suggesting ways to use axolotls out of water |
- Stop suggesting ways to use axolotls out of water
- Hoes should break moss, not Axes.
- Dont have a biome vote next year, just add the other biomes from previous votes
- Drinking empty bottles for air
- Can we stop trying to make a Sculk variant of everything?
- You can use the scroll wheel to control how zoomed the spyglass is.
- Rightclicking copper blocks to wax them instead of a crafting recipe
- Ringing a Bell in Your Home Should Bring Back Lost Pets (after you wake up)
- Wardens should prioritize noises
- When the void is visible on a map, that part of the map should be transparent in an invisible item frame
- Loyal Tridents should deal double (or normal) damage on return.
- Cave villages
- Make shears the optimal tool for..
- Dwarven Merchant
- Introducing The Dark Depths, a deep ocean variant with a new kind of foliage and a new aquatic predator
- Snow Golems should have Frost Walker
- Enchanted spyglass will let you see through it with night vision
- A horse loyalty
- Wolves and 50% of Dogs (Tamed Wolves) should be able to look at the night sky and howl when its full moon
- a basalt where the cobble texture is on all 6 sides instead of just four.
- Make music discs loop
- Transparent Item Frames using Amethyst
- "The Belly of the Beast": Wander into the Deep Dark
- Wandering Trader Spawn Changes
Stop suggesting ways to use axolotls out of water Posted: 16 Feb 2021 04:03 AM PST Minecraft is a sandbox game, but it's always made it clear which things are dangerous to animals. Axolotls should be no exception, you can already transport them in buckets and maybe there should be cauldron compatibility as well, but that's all. If you've ever seen pictures of a "land axolotl" and think it should be implemented in minecraft, it's not safe. Axolotls can do a full metamorphosis, but it shortens their life and it's extremely artificial. It's also simply supposed to be the water equivalent of a wolf, so they shouldn't be competing for functionality. [link] [comments] |
Hoes should break moss, not Axes. Posted: 16 Feb 2021 05:46 AM PST Neither one makes sense to break moss and when you think about it, how do you really break moss again? Anyhow, I think that a hoe should be used as they need a buff and it would make sense that they would be used on moss, a block made out of plant matter, which the hoe specializes in. It also makes sense that you would use the hoe as you would take the moss carpets with a hoe rather than chopping it with an axe. [link] [comments] |
Dont have a biome vote next year, just add the other biomes from previous votes Posted: 16 Feb 2021 08:43 AM PST We have 4 biomes that could be added without the need for a vote [link] [comments] |
Drinking empty bottles for air Posted: 16 Feb 2021 11:24 AM PST While underwater, you should be able to drink empty bottles in exchange for 3 air bubbles, once drunken underwater they will fill with water. I think this is a simple and useful change that will make exploring deep parts of the ocean and the new cave aquifers much easier and more fun. [link] [comments] |
Can we stop trying to make a Sculk variant of everything? Posted: 16 Feb 2021 09:04 AM PST I know this sounds like I'm whining but making Sculk Creepers, Bats, Zombie and Fish just isn't original as the Deep Dark is supposed to be a complete new biome with a boss that can defeat a fully Netherite armored Player in a couple of hits it's just redundant to have all these Sculk mobs that could ruin the already pre-established gameplay it takes away from the Warden and the relationship between Sculk sensors and the Player please stop suggesting a Sculk variant of every mob start from scratch if you want to suggest a new mob, let's be original! [link] [comments] |
You can use the scroll wheel to control how zoomed the spyglass is. Posted: 16 Feb 2021 01:46 PM PST The title says it all! After you rightclick you can scroll to zoom in and out to see things in more detail. There could even be an enchantment called "Zoom" that makes the length you can zoom go farther! [link] [comments] |
Rightclicking copper blocks to wax them instead of a crafting recipe Posted: 16 Feb 2021 10:29 AM PST Being able to right click a copper block with a honeycomb, instead of waxing them in a crafting table like it is right now. The texture will then turn kind af yellow, but this yellow look should go away in, like, an in-game day. [link] [comments] |
Ringing a Bell in Your Home Should Bring Back Lost Pets (after you wake up) Posted: 16 Feb 2021 02:33 AM PST I've always been an advocate for this, but I need to share what drove me to tell you all tonight. I was mining in the Nether when I heard a cat. Didn't think much of it since I was on the call with a friend who was in the Overworld. He tells me to come over immediately and I go back home to find all of my pets are gone. My two cats Ziggy and Gary, and my parrot, who I never got to name, have all disappeared and I have reason to believe that they are all in the Nether as there never was a message of any of them dying. I went into the Nether to find them again, but there was no one. I brought raw fish and seeds, which couldn't bring them back anyway as, wherever they are, they are probably sitting down. I didn't hear a cat in the Nether the second time I went back. Regardless of whether they are still there or despawned, a bell should bring back pets who are lost. I imagine that after the player wakes up, the pets will come back (I just think that would be cute), but if y'all don't think so, that'd be cool too. Edit: as a comment clarified, they will spawn a few blocks away from your bed or respawn anchor [link] [comments] |
Wardens should prioritize noises Posted: 16 Feb 2021 03:20 AM PST If wardens were applied as they currently are, it wouldn't make much sense for a snowball to draw as much attention as a block of TNT. I feel like a priority system could work pretty well. A snowball would be minimum priority, only drawing the warden's attention if no other sound is made. A block of TNT exploding could be medium priority, drawing it's attention. A player is maximum priority and the warden will not stop unless the player is killed. [link] [comments] |
Posted: 15 Feb 2021 07:13 PM PST Imagine how cool it would be to build some map art and be able to have some parts of the map totally transparent and the block behind the item frame visible. You could do a pixel art of a detailed sword, have void around the sword, and put the sword on the wall above your fireplace. You could have a smaller painting than 1x1 or a painting with rounded edges. You could have a custom moss or mold type thing that looks like it's growing on any block. You could really have any custom wall art at any size, without having the bother of a 1x1 block border around the art. Either it would work in any item frame, visible or not, and in that case, it would work in survival (if you can manage to break that much bedrock), or it would only work on item frames with the invisible tag and therefore only in creative or with commands. Either way, it would be awesome. [link] [comments] |
Loyal Tridents should deal double (or normal) damage on return. Posted: 16 Feb 2021 01:53 AM PST Just think about it. A trident with the Loyalty enchantment just goes through mobs on return, like a ghost. Wouldn't it make more sense if it dealt damage? Double damage, even? (Like the Bonemerang from Hypixel SkyBlock? link: https://hypixel-skyblock.fandom.com/wiki/Bonemerang) [link] [comments] |
Posted: 16 Feb 2021 11:43 AM PST Since the caves are so large now and we don't really know of any plans for structures in them (except for the thing shown at minecon in the deep dark) maybe there could be cave villages added to fill space. instead of regular farms with carrots, beetroot, potatoes and wheat they could farm glow berries for food. The actual houses would be either a completely new design or a variant of the surface biome that the cave is under, these houses would use stone/cobblestone, andesite, diorite, and granite, the lamps would also be on cobblestone walls instead of the usual fences The villagers would wear something similar to real world mining wear. If you want your villagers to be cave villagers you would breed them under a certain y level. [link] [comments] |
Make shears the optimal tool for.. Posted: 15 Feb 2021 09:55 PM PST ...Carpets, vines (lichen as well), and cake. Its a fairly simple request, but for some reason: Carpets have no optimal tools (despite wool's tool being shears), so I'd be nice to finally be able to break carpet fast. The optimal tool for vines is the axe (although the silk touch effect doesn't apply to the vines when you break it with an axe). So the only way to pick up vines is to use shears, but vines ignore the efficiency enchantment on shears... So, you either have to spend an eternity on collecting your vines or you don't get vines.. Just name shears as the optimal tool for breaking/collecting vines and call it a day. Cakes just disintigate when you try and pick them up. Maybe if they only disappeared when you had a few bites, that'd be fair, but a brand-spakin-new cake just up & disappears no matter the tool or enchantment. So I propose that uneaten cakes can also be picked up with shears. (Im aware cake's a bit of a wierd one, but hey...) So, final recap: Shears should be the optimal tool for vines(lichen), carpets, and full cake. [link] [comments] |
Posted: 16 Feb 2021 06:02 AM PST A dwarven merchant would be a shorter, fatter villager wearing chainmail, leather and iron clothing. They would wield an axe and could trade with the player. Unlike their villager counterpart, they have no strict currency, however, they do still use emeralds extensivelly. They are like the wandering trader and only stay for a limited time before departing. Behaviour + A StructureThe dwarven merchant would roam the caves and would also spawn in a structure known as a "dwarven trading shack". This dwarven trading shack would be filled with random things and would be a place where the merchant would randomly appear, as if this was his home he came to after his wandering in the caves. In this shack, there would also be some tnt and a dwarven candle, which when lit, will call in the merchant to trade with you on your request. However, he will only be there temporarily and will leave after a minute. The candle has a cooldown of 5 minecraft days. This shack can spawn in the massive caves. In addition, this guy would use his axe to kill zombies (which would attack him) and would also use a crossbow at random. He can drink health potions and strength potions when in battle. Attacking him would make him attack you inwhich he will try and kill you. If you die, he will pick up all of your emeralds and amethyst. If you kill him, he will die and cant be seen at his corresponding shack. TradesSome examples of trades: 2-6 iron for an emerald 10-18 coal for an emerald An iron pickaxe for an emerald 1-6 bread for 1-2 emeralds 1-4 copper ingots for an emerald An emerald for a potion of night vision (3:00) 10-18 emeralds for a random music disc (can only be traded once per visit) 5-10 gunpowder for an emerald 1-3 emeralds for a tnt 1-3 emeralds for a clock [link] [comments] |
Posted: 16 Feb 2021 07:41 AM PST The Dark DepthsThe dark depths are a special type of submerged cave. It has a new plant called Pitch-black Pores, which detects players from 20 blocks horizontally AND vertically. It emits light once it has detected the player, I wonder what happens next... The LurkerThe Lurker is a amphibious creature designed after The Lock Ness Monster. It uses sculk fans to detect signals or triggered lighting. It swims through water at over medium land speed, about the speed of a vindicator. Its method of attack is chomping at the player while speeding past and dragging them downwards if they try to escape. They do have a similar behaviour to phantoms, getting hit while attacking will make it flee into the shadows. Upon death, it drops the sculk fans. These can be worn in your leggings slot. They grant the player with night vision and increased speed when swimming underwater). [link] [comments] |
Snow Golems should have Frost Walker Posted: 16 Feb 2021 01:24 PM PST It won't literally have boots but Snow Golems are kinda useless so it'll be an... interesting buff. This will also mitigate their water weakness. [link] [comments] |
Enchanted spyglass will let you see through it with night vision Posted: 16 Feb 2021 12:10 PM PST With those enormous caves coming in this update, lighting would be quite an issue when exploring them. Therefore, spyglass can become useful if it could solve this problem. [link] [comments] |
Posted: 16 Feb 2021 01:39 PM PST If a horse is sattled, it shouldn't move (change its coordinates), it can still turn and do its eating animations and sounds. If there is a pile of hay blocks when you dismount, then it turns its direction but doesn't budge. I do additionally think there should be a way to tell the horse to follow you, horses are smart creatures, they should be able to do atleast that. [link] [comments] |
Posted: 15 Feb 2021 11:48 PM PST |
a basalt where the cobble texture is on all 6 sides instead of just four. Posted: 16 Feb 2021 06:23 AM PST I really dig the Basalt texture. I like using it as a darker version of cobblestone. Tho, I would appreciate it if we could craft a basalt that has the cobble texture on all 6 sides. putting 4 blocks of basalt in a crafting grid could give 4 blocks of pecked basalt, which is basically basalt, but the texture that is usually on two sides, is on all 6 sides. what do you guys think of that suggestion? [link] [comments] |
Posted: 16 Feb 2021 08:24 AM PST Music disc should be put on loop, or there should at least be a way to loop them (like being able to detect with a comparator or something when a music disc is done playing, and being able to put in and take out a music disc automatically using hoppers). [link] [comments] |
Transparent Item Frames using Amethyst Posted: 16 Feb 2021 03:49 PM PST A common problem I've always had with item frames is the inability to right click through them whenever I place one on top of a chest or barrel. Having to aim my mouse at the thin border of a barrel can get very annoying. I think this can be solved by having item frames than you can right-click through, and requires sneaking to interact with. This gives amethyst a much-needed extra use, because as it stands amethyst isn't very useful for such a rare item. Perhaps the recipe could be an item frame in middle and 4 amethyst on each side. Thoughts? [link] [comments] |
"The Belly of the Beast": Wander into the Deep Dark Posted: 15 Feb 2021 04:00 PM PST "The belly of the beast" is a phrase that means you are in a terribly dangerous situation that is difficult to escape from. I think this is a description that fits the Deep Dark very well. Its a treacherous place where you are never safe. You are actively being hunted. Even the vegetation here is listening to your every movement. For many unlucky explorers, the belly of the beast is where their journey ends because they couldn't escape the Warden. [link] [comments] |
Wandering Trader Spawn Changes Posted: 16 Feb 2021 10:56 AM PST Wandering Traders should not be able to spawn everywhere. I should not have to go to my underground farm and find the Trader and his Lama's destroying my farms and getting in the way. Killing them solves the problem momentarily. I'd prefer a permanent solution so here's some ideas. They can only spawn when on blocks are exposed to air. So like a block with nothing above it at all going up to the height limit. They can no longer spawn on any blocks with crops on them. All over world and nether crops. This also includes melon and pumpkin blocks. They don't spawn on slabs or blocks made of two slabs. Also When the Trader finally despawns, their Lama's do too. Pretty weird how this wasn't a feature already. And that's it...surely the devs know how bad their spawning is. I guess that's the flair for this topic. I'm not really sure [link] [comments] |
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