Minecraft You must be able to turn the sound of redstone components off with additional option in sound settings. |
- You must be able to turn the sound of redstone components off with additional option in sound settings.
- Pillager Patrol Leader spawns with a Spyglass
- Cave Spiders should drop Cobwebs when killed by a player
- Polar Bears should be immune to Powder Snow
- Cave Biome: Silky Shafts
- Give your dog a bundle to retrieve items for you
- Combat Fireworks (Fireworks that have a unique use in Ranged Combat)
- A command which changes the biome in a set area
- Waterloggable Moss Carpet
- Use Hanging roots for Hydroponics
- Mining with explosives.
- Nostalgic Structures
- Dragon egg on beacons
- Zombies should periodically sprint
- Respiration prevents Suffocation Damage
- Crevasses
- Put "X is immune to freezing" on the FPS list
- Make it possible to plant flowers on rooted dirt.
- A strong focus on arthropods following the caves and cliffs update
- Archeological sites should be crawling with undead animal mobs
- Immigrant Villagers
- /mount command (Java)
- Frost walker should make you immune to powdered snow
- Nether fortresses spawned in crimson forest biomes should use red nether bricks
- Add Spyglass into Shipwreck Loot Tables
Posted: 07 Feb 2021 06:31 AM PST Have you ever been in situation like this: you have built a big redstone contraption, or farm, or whatever, and it's working just as you intended but there is still one problem: It's extremely loud. Pistons fire, droppers and dispensers click when dispensing items, TNT is blowing up... that's a horrible cacophony! There is a solution: make sounds of redstone components a separated option in sound settings menu. This would make the life of redstone engineers who like building some extremely loud machines next to their bases way easier, without them having to lower the game sound or sound on their computer. [link] [comments] | ||
Pillager Patrol Leader spawns with a Spyglass Posted: 07 Feb 2021 11:57 AM PST I really think pillager patrols should be made more interesting and creative. Since pillager patrols constantly spy players, villages, and villagers, I felt like that the pillager captain should hold a spyglass in its hand to show that feature. I think this feature will give more creativity and interest towards pillager patrols, as well as adding to Minecraft's lore about the enemies between villages and illagers. Share your thoughts down below! [link] [comments] | ||
Cave Spiders should drop Cobwebs when killed by a player Posted: 07 Feb 2021 10:37 AM PST This would go great with the theme of the Cave Update obviously. It makes sense too, because cave spider spawners are always surrounded by cobwebs. It's relatively hard to obtain large quantities of cobwebs in survival, which is a shame because they make for interesting decorations and are fun to trap your friends in! [link] [comments] | ||
Polar Bears should be immune to Powder Snow Posted: 06 Feb 2021 05:20 PM PST In real life the gentle, padded paws of polar bears allow them to walk on ice and snow without falling through. This is also essentially what the player is doing when they wear leather boots to tiptoe across the powder snow. It just makes sense. [link] [comments] | ||
Posted: 07 Feb 2021 05:20 AM PST The Silky Shafts biome is home to a colony of spiders. Webbed blocks that slow the player down when they walk on it, spider nests, and spider eggs that hatch up to 6 baby spiders to attack a nearby player. The spider nests contain most of the spiders, they contain a lot of webs and eggs, in this biome there are also webbed chests that contain loot. There is a boss in this biome, called The Mother Spider, the egglayer and leader of her colony, but this miniboss will be talked about in a separate post to stay on one topic. [link] [comments] | ||
Give your dog a bundle to retrieve items for you Posted: 07 Feb 2021 10:51 AM PST If you give your dog a bundle, it will hold it in its mouth like a fox. Then when it kills mobs for you, it will pick up the drops and come back to you. You can take the bundle back, or leave it with the dog until its full. Then you can empty the bundle and give it back to your dog to let it retrieve more items for you. —————————————————— Link to feedback site: [link] [comments] | ||
Combat Fireworks (Fireworks that have a unique use in Ranged Combat) Posted: 07 Feb 2021 06:34 AM PST Ever since 1.14, alot of players have been using fireworks as weapons as they can be put in crossbows to make a type of rocket launcher that pierces armor and decimates. This got me thinking. What if there were certain fireworks used almost purely for combat? So here is my idea. FlashBy putting glow ink into your fireworks, they would now flash when they explode. At longer ranges, this looks quite beautifull, being vibrant and majestic. However at close range of the explosion, it blinds your entire screen for 3 seconds, making a flashbang in a way. AcidBy putting a bottle of dragon's breath in your fireworks, they would now dispence a cloud of damaging acid when they explode, alike the dragon's breath. [link] [comments] | ||
A command which changes the biome in a set area Posted: 07 Feb 2021 07:50 AM PST Pretty much the same as the world edit command, changing the biome in between 2 columns. [link] [comments] | ||
Posted: 07 Feb 2021 12:05 PM PST I think that it would make sense if moss carpets were waterloggable. Moss grows on rocks in rivers and lakes all the time, and this would enable further teraforming opportunities for ponds and lakes, something that the current release of the game sorely lacks. However, since moss seems to be such a fragile plant, maybe it should still drop as an item when hit by flowing water. This would make the moss carpet rather unique as being one of the few (if any) blocks that can be waterlogged but also broken by flowing water. [link] [comments] | ||
Use Hanging roots for Hydroponics Posted: 07 Feb 2021 11:59 AM PST In 1.17, hanging roots seem like they are on a track to be a purely decorative block. However, i think that they could be much more than this. For example: If roots are placed below farmland and then waterlogged, then the farmland would be hydrated and crops growing on it would grow faster than on normally hydrated farmland. This setup would require much more effort to build on a large scale, not to mention the time and effort it would take to find and collect the roots (which seem like they will generate rather sparingly in lush caves). This would give the feature a unique use and give players yet another reason to journey into the caves. [link] [comments] | ||
Posted: 07 Feb 2021 07:29 AM PST A way to incentivise mining with TNT and/or creepers: The deep dark could be made of blocks with a very long mining time (similar to that of obsidian) and a relatively low blast resistance (similar to that of stone). This, together with some big ore veins, or even new ores for already existing minerals, except with a darkstone texture (like how there's gold ore with a netherrack texture), would definitely make mining with explosives worthwhile. It would even be balanced out by the fact that lighting TNT will undoubtedly notify any Wardens that are near. [link] [comments] | ||
Posted: 07 Feb 2021 07:06 AM PST
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Posted: 07 Feb 2021 01:51 PM PST Everyone knows how when you put a piece of stained glass on a beacon the light will change colors but what if you put a dragon egg on top of a beacon in this suggestion placing those on the beacon would make a "holographic" dragon fly around the sky near the area where the beacon would. I don't have a pc or anything possible to make this a mod but if someone sees this and is cool with making this a mod please let me know I would love to see this in action. [link] [comments] | ||
Zombies should periodically sprint Posted: 07 Feb 2021 09:21 AM PST We know that some people say "MC has gotten a little easier over the years bc the monsters are more balanced for a player who can't sprint,crit,fly e.t.c." And so zombies are pretty slow now. So maybe they should periodically get faster for a bit and there should probably be an "energy variable" for this. Just like piglins may decide to go hunt hoglins even though they have no actual hunger-bar. So I think that sometimes upon spotting a player this "energy bar" could slowly but surely fill up and the zombie uses its sprint when the bar is basically full. And when it's empty it takes a little time to even start it's "regeneration process". Let me know what you think of this idea. [link] [comments] | ||
Respiration prevents Suffocation Damage Posted: 07 Feb 2021 07:31 AM PST Having a helmet enchanted with respiration helps you breathe underwater, so it should also prevent suffocation. Respiration I would block 25% of suffocation damage, Respiration II would block 50%, and Respiration III would block 75%. This would be a nice touch that gives a bit more use to the respiration enchantment. [link] [comments] | ||
Posted: 07 Feb 2021 05:02 AM PST In icy/snowy biomes, wherever ravines spawn, they should be a slight variation where the ordinary stone/gravel/dirt blocks (except ores) get replaced by packed ice, so that they resemble icy crevasses. It would be a small alteration but would be a nice addition to the icy environments. [link] [comments] | ||
Put "X is immune to freezing" on the FPS list Posted: 07 Feb 2021 02:19 PM PST I keep on seeing the same post over and over, it's kind of tiring me out. [link] [comments] | ||
Make it possible to plant flowers on rooted dirt. Posted: 07 Feb 2021 01:47 PM PST It is a form of dirt, so why not? The roots aren't taking up the nutrients or something. [link] [comments] | ||
A strong focus on arthropods following the caves and cliffs update Posted: 07 Feb 2021 01:12 PM PST I believe with the new caves and cliffs update coming out there should be a very strong focus on adding more insects making bane of arthropods more relevant. This is a problem that many minecraft players have brought up is the irrelevance of bane of arthropods. Some would even find it less useful than dirt. When you think about caves what do you think about?... Bugs. If you agree I'd love to hear some things you'd like to see! [link] [comments] | ||
Archeological sites should be crawling with undead animal mobs Posted: 07 Feb 2021 12:33 PM PST I imagine that archeological sites are going to be ruined/abandoned structures, possibly graveyards as well. To go along with this theme, I want to make use of the zombie horse, currently only available through the creative inventory. In archeological sites, one of the structures you could find is an abandoned horse stable, containing both zombie and skeleton horses. I know skeleton horses are already possible to get in survival, but to my understanding it's only using some kind of lightning trick so most people never see it. It'd be nice if both of these features got exposure more exposure in the game. Both of these horses could either gain full horse functionality with certain strengths and weaknesses to be balanced with regular horses, or be used by humanoid undead mobs in combat, whichever may be the most suitable. We may even introduce methods of converting zombie horses to regular horses and vice versa, like with villagers. I also think it'd be nice if there were undead wolves that protected the site. These wolves were loyal to the long gone inhabitants of the archeological site, and protect it fiercely from intruding, even after death. I don't think these wolves would be tameable, but they may be curable, and they may even show you some secret treasures and become loyal to you if you cure them. I think this could be a great opportunity to use unused content, and update both horses and wolves. [link] [comments] | ||
Posted: 07 Feb 2021 08:47 AM PST There would be a 1/17 chance that a spawned villager in a village is the wrong type for that village. They would also live in the wrong house. Due to how villager outfits work in the game, changing biomes may fix their outfit. [link] [comments] | ||
Posted: 07 Feb 2021 12:43 PM PST There is currently no way to force a player to ride a minecart or any mountable entity. A command to do so would be extremely nice for mapmakers. The /mount command could work similar to the spectate command, specifying a target player and a location. I am a realms mapmaker and i'm currently working on a racing game (https://streamable.com/kg6eay). I have to politely ask the player to get in their cart and get back in if they get out. It's quite unnatural and feels odd when I can modify what the player can do for virtually every other aspect. Overall, I think a /mount command would be extremely nice for mapmakers. Thanks for reading! [link] [comments] | ||
Frost walker should make you immune to powdered snow Posted: 07 Feb 2021 03:10 PM PST This could give players a legitimate reason to want frost walker instead of depth strider, it could use durability like soul speed, and could maybe even have an advancement attached to it. Frost Walker 1 would make you immune to the freezing while Frost Walker 2 and would act like leather boots do towards powdered snow [link] [comments] | ||
Nether fortresses spawned in crimson forest biomes should use red nether bricks Posted: 06 Feb 2021 11:10 PM PST Any amount of nether fortress that is generated within the biome should use red nether bricks instead it normal nether bricks in the structure to maintain the biomes color scheme, and as the fortress leaves the biome it should transition back to a normal fortress. [link] [comments] | ||
Add Spyglass into Shipwreck Loot Tables Posted: 06 Feb 2021 08:37 PM PST I think that spyglass should be in shipwreck, precisely the map chest along with the compasses, map, etc. because of the theme of the shipwrecks, as if they were pirates. [link] [comments] |
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