Minecraft Creative Mode Increased Lava Visibility |
- Creative Mode Increased Lava Visibility
- When a lush cave generates below a desert, it will replace the azalea tree with a desert well.
- Make the default Java version bundled with Minecraft Java 15 instead of Java 8
- Stackable *EMPTY* shulker boxes
- Ender Dragon Fight Rework! Making a worthy final boss fight
- Mansions need a buff
- Wind would be amazing for minecraft.
- cobbled sandstone
- Lava sponges for creative only
- Write a reason why you disagree
- Sound for boats on ice.
- The cave update has indirectly nerfed nearly all mob farms, so here is my suggestion
- Retexture gold and diamond armor?
- Wither shrines
- The Archaeology Villager
- Fallen End Ships
- A HostileTo{mobType} NBT Tag
- Deepslate ores and the Blast Furnace
- Make the Basalt Delta more rewarding
- Mud, Mud Bricks, and Ancient Dwellings
- Item detector for archeology!
- Waves in minecraft.
Creative Mode Increased Lava Visibility Posted: 24 Mar 2021 12:21 AM PDT
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When a lush cave generates below a desert, it will replace the azalea tree with a desert well. Posted: 24 Mar 2021 08:21 AM PDT Now note that this would work like an igloo, where this would only happen around 50 percent of the time. This would finally give some use to the desert well. [link] [comments] | ||
Make the default Java version bundled with Minecraft Java 15 instead of Java 8 Posted: 24 Mar 2021 09:18 AM PDT So basically, for some people who may not know about how the Minecraft installer works, it installs it's own version of Java, which is Java 8. This is mainly for convenience since before this feature was implemented you needed to install Java by yourself. However, Java 8 is not as optimized, as it is quite old. It is one of the causes for Minecraft Java's low FPS on Vanilla for a lot of computers. I suffer with this same problem, my computer is not meant for gaming and therefore on Vanilla I get low fps. Even though Java 8 is bundled with Minecraft and it's what it uses by default (even if you have Java 15 installed on your computer, it uses it's Java installation) you can switch to Java 15 by editing your Minecraft installation in the launcher and changing your Java executable using the Browse menu, I've tested this and it works with Fabric and there's no issues with it. With Java 15, I experienced way better FPS with Sodium after installing Java 15 and it was more consistent as well, I blew up a bunch of TNT and my PC did not stutter much, before I did this even though I had Sodium installed my PC would still lag a lot for a few seconds when doing this. Java 15 gives way better performance than Java 8 and there's no compatibility issues with the newest versions of Minecraft (I also tested 1.8.9 and it ran fine.) I think that because Java 15 runs way better than Java 8, it should be the default Java version bundled with Minecraft instead of Java 8, as a lot of people have bad computers which makes playing Minecraft tedious, and this would help them greatly. As far as I know there aren't any compatibility issues and I was using Sodium, Lithium and Phosphor and they all ran fine. I also used Optifine and there weren't any issues. There is probably a good reason as to why Mojang doesn't update to Java 15, but I really hope they consider it and do it soon. [link] [comments] | ||
Stackable *EMPTY* shulker boxes Posted: 24 Mar 2021 12:56 PM PDT Ever noticed that you cant stack shulker boxes in your inventory? I think if we had the ability to stack empty boxes, I belive it would save our slots, and it would allow us to know whether a box is used or not based on if it takes up a seperate slot rather than with the rest. [link] [comments] | ||
Ender Dragon Fight Rework! Making a worthy final boss fight Posted: 24 Mar 2021 01:35 PM PDT
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Posted: 24 Mar 2021 12:08 PM PDT Mansions are incredibly rare and are really under-rewarding. Originally it was the only place where vindicators, evokers, and totems of undying could be found, but all those can be obtained using raid or raid farms.Additionally, due to the sheer size of mansions, oftentimes a lava lake might generate next to the mansion. Just one lava lake can cause the whole mansion to burn down. I have seen several people post this on r/Minecraftseeds and r/Minecraft. Finally, even when a mansion is not getting burnt up, water lakes generate in the mansion, ruining the structure and overwriting entire rooms. These two factors make mansions not worth it. Now the mansion is just a huge structure that takes up lots of space. Therefore, mansions should have a huge buff: Mobs Mansions should have a few exclusive mobs being really rare. I feel like mansions are the absolute home of all the illager variants, including ravagers and witches. They are huge enough to house many illagers. Therefore, all illager variants should generate in mansions in various rooms. These include pillagers, vindicators, evokers, illusioners, and rarely ravagers (as they are an ally of the illagers). Furthermore, the killer bunny should also spawn in mansions! They could be a secondary ally of the illagers. The killer bunny will have 20 hearts of health and will do 1.5 hearts damage Easy, 3.5 hearts Normal, and 5.5 hearts Hard, and 7 hearts Hardcore. Mansion Lighting We go to the mansion because of the illagers. However, mansions are so poorly lit that oftentimes many hostile mobs spawn. Now originally a structure of defeating illagers turns into a structure of defeating creepers, skeletons, zombies, and spiders. Therefore, mansions need to be lit better to prevent hostile mobs from spawning. It's also fairly obviously illagers don't want hostile mob creatures to spawn in their beloved big mansion. This doesn't mean I just want torches spammed across the mansion. I think the illagers like lots of variety in their builds, so perhaps the lighting in the mansion could be a combination of redstone lamps, glowstone, torches, and lanterns. Loot Buff This is probably the most obvious change needed to mansions. The loot in mansions is really bad. Woodland mansions are so far away that most players will use an elytra to travel there. Therefore, players will go to mansions AFTER killing the ender dragon and raiding several end cities. Thus, woodland mansions should have loot comparable to end cities. Along with some more village-related items, as the illagers raided the villagers and stored their stuff in the chests. These include food-related items and storage-related items, such as steak, carrots, apples, chests, and barrels. The Rooms I noticed that the rooms in the mansion lack a bit of variety. Sure, there are various types of blocks scattered here and there, but the decoration is just lacking. The rooms could be better decorated, and perhaps each room could house more illagers. Additionally, in the storage room of the mansions, there could be scattered emerald blocks all across the room. And maybe across the mansion there could be more scattered emerald blocks. I personally think the hidden rooms are really good. It is like if the illagers are hiding their valuables in there. (the valuables stolen from the villagers). Perhaps the hidden rooms could offer the best loot in woodland mansions. General Mansions obviously should not generate next to any small water lakes or lava lakes. Therefore, I think no lava or water lakes should generate near the mansion. Having a mansion burn down due to a small surface lava lake is just pure annoying. There should also be an advancement for reaching a woodland mansion, as they are the rarest structure in the game. It could be called "Long Journey worth it", and it will reward 500 xp. Summary: Mansions need a huge upgrade. They don't hold any exclusive features, and their loot is not good. [link] [comments] | ||
Wind would be amazing for minecraft. Posted: 24 Mar 2021 10:49 AM PDT Wind: Wind mildly moves around plants and items, and if strong enough, slightly move players, entities, and mobs. Wind strength is around 0-5, with 0 being barely noticeable with a faint wind sound and 5 being strong enough to slightly move mobs and players. But this number changes depending on the biome. Wind's feature is both for immersion and to make rain and snow more interesting. [link] [comments] | ||
Posted: 24 Mar 2021 09:15 AM PDT Cobbled sandstone would be a variant of sandstone that uses the side texture on all of the sides, including the top. In terms of obtaining it, I think it would be cool if you found it in caves under deserts, along with regular sandstone. [link] [comments] | ||
Lava sponges for creative only Posted: 24 Mar 2021 10:39 AM PDT This should work like barriers in that there is no way of getting it other than commands. These would be super useful for testing builds with creative and having the ability to quickly scoop up all the lava [link] [comments] | ||
Write a reason why you disagree Posted: 24 Mar 2021 09:31 AM PDT If you disagree with someone's suggestion, instead of just flat saying something like No or I disagree can you write a reason why you disagree? So for example, if you disagree with a post, maybe you could write like this: Sorry, but I don't like this suggestion. Your idea will make ... really annoying [link] [comments] | ||
Posted: 24 Mar 2021 03:21 AM PDT Everyone knows about ice boat racing. Imagine how cool it would become if there was a specific sound for it. It's small, simple, hard to discover, just like many other small features of minecraft. It would be like "Swiishh!" or "Swoosh!" when you try to stop. [link] [comments] | ||
The cave update has indirectly nerfed nearly all mob farms, so here is my suggestion Posted: 24 Mar 2021 01:51 PM PDT Mob spawning in 1.17 has been severely nerfed, the reason for this is that mobs spawn more frequently the lower the layer, but when they changed the height limit they unintentionally nerfed all mob farms that requires a bounding box or something else that can't be made any lower. According to Illmango the new update made perimeters 4x more time consuming (excluding the extra amount of water). Ray Works tested mob farms in the new snapshot, and they were about 50% slower than in 1.16. So I have I couple of suggestions to make it better My first suggestion is that they could buff the overall spawning speed to the amount that Y+ spawning is as fast as in 1.16, this could also make Y- layer farms more rewarding and fast, but maybe a bit too OP My second suggestion is that they make Y- spawning as efficient as Y+ mob spawning My third suggestion is that they could revamp the entire spawning system to be not that much height dependent What do you think? [link] [comments] | ||
Retexture gold and diamond armor? Posted: 24 Mar 2021 10:24 AM PDT I see this update has definitely had a focus on colorblind people and I know I and many other red/green colorblind people struggle alot with diamond vs iron difference, which definitely has an impact on gameplay, mostly combat, not being able to know if the enemy coming at you has diamond or iron gear. And this can definitely make gameplay frustrating Now, from what ive heard, blue-yellow colorblind people tend to also struggle with differentiating gold and iron gear aswell. And overall, its pretty lame that gold, iron and diamond tools and armor are all the same, just differently colored so a retexture would be nice. [link] [comments] | ||
Posted: 23 Mar 2021 07:01 PM PDT Wither shrines would be a small-ish structure that you can find in the badlands and mesa biome. The Wither shrine's main attraction would be a statue that resembles the wither, but made with coarse dirt and regular skeleton skulls. As you might have guessed, the shrine would be made from red sandstone, with a lot of chiseled red sandstone, which depicts the wither. It would also have the painting of the wither in it, as well as basic loot in chests on 3 of the 4 sides of the structure. In terms of the actual shape of the shrine, it would somewhat resemble a small desert temple, but with a 5th, wider tower on top of the pyramid. It would be trapped with arrows of decay in the entrance corridor. In all, this would be a nice addition to the game, because there are no unique structures in the mesa biome, and it teaches new players about the wither. [link] [comments] | ||
Posted: 24 Mar 2021 06:23 AM PDT Since archaeology is coming to Minecraft! I have a suggestion for a new profession for villagers The archaeology villager, now what this profession would do is trade the various elements you can find whilst doing archaeology. His trades would be,
Of course just like every villager there would be a need for a workstation, Unlike all other villager jobs this one would not spawn naturally. It would be called something like the archaeology table and would be crafted with two planks with book and spyglass both on top. Again this would give another use to copper and amethyst (because of the spyglass), and if it has a beautiful texture and useful copper and amethyst would be more worth to farm or have circulated. Lastly this would make feel like you're doing archaeology for a reason, discovering a story and trading special items with the villagers that have a hidden story behind them. Link to my Minecraft feedback post (Please go vote if you liked this): https://feedback.minecraft.net/hc/en-us/community/posts/360077438691-The-Archaeology-Villager [link] [comments] | ||
Posted: 23 Mar 2021 04:05 PM PDT A fallen endship would be a structure alike shipwrecks that can be seen in the end. They would generate in random rotation and can sometimes be seen upside down or on their side or even stuck in the ground, again, alike shipwrecks. They look almost identical to normal endships but they have pieces missing and sometimes debris spewed on the floor. They will have much less loot than end ships and will have no shulkers or signs of life on the ships. The only good thing found may be a map leading to a chain of end cities (it was probably a merchant ship). [link] [comments] | ||
Posted: 24 Mar 2021 06:19 AM PDT Whenever a mob with an attack method is summoned with this tag, it will try to attack any mob of that type in the area. If it is normally a passive mob, the tag doesn't do anything. It could also be removed from some mobs, for instance, making it so that Piglins and Wither Skeletons don't attack each other. I think that this could be extremely interesting for adventure maps and open up some really unique opportunities when it comes to minigames and bossfights. [link] [comments] | ||
Deepslate ores and the Blast Furnace Posted: 24 Mar 2021 04:01 PM PDT Deepslate ores should have to be put in the BF to get the ores. For example, the way iron works normally. But what if deepslate diamond, coal, lapis, and emeralds worked the same way? If you break the ore with anything other than a netherite pickaxe, you will get the ore block, and only a blast furnace will smelt it down. [link] [comments] | ||
Make the Basalt Delta more rewarding Posted: 24 Mar 2021 10:05 AM PDT I kind of think the Basalt Delta needs an upgrade. Being rather rare, and difficult to traverse, the only cool thing about this biome is the sheer number of magma cubes, along with some wacky terrain generation. Besides those rewards, I think there should be a more general reward. Hopefully, everyone should know that Basalt Deltas is the ONLY biome where bastions cannot spawn in. This means that piglins do not inhabit this biome. Without piglins inhabiting the biome, there will be more netherite ore, as the netherite ore will not ever get mined up by the piglins. Therefore, ancient debris should generate more commonly in the Basalt Deltas. I don't know how rare they are now, but maybe Ancient Debris could generate in larger veins or just be more common, like say around the rarity of diamonds in the Overworld. [in the Basalt Delta] [link] [comments] | ||
Mud, Mud Bricks, and Ancient Dwellings Posted: 24 Mar 2021 09:51 AM PDT My idea is to add ancient dwellings that occasionally generate on the banks of river biomes made out of a new block called dried mud bricks. These structures will be archeological sites (using 1.17's archeology system). First of all the blocks. Mud is a new block that will replace dirt in world generation directly under water source blocks. Mud will be a darker color than dirt and will have a smoother texture. Mud can also be smelted in a furnace to create dirt or crafted into mud bricks. you can craft between 1-8 dirt blocks together with a water bucket to create the same amount of mud. Mud bricks can be smelted into dried mud bricks which will be a bit lighter than the dirt texture. Using a hoe on dried mud bricks will convert them into dirt. Now the ancient dwellings. They will generate occasionally on the banks of river biomes and will come in many shapes and sizes and would be a good place to excavate using the archeology system. They will usually generate in groups of 1-3 ancient dwellings, however there is a very rare chance of a large group of ancient dwellings generating (maybe between 8-12 of them). These large groups will generate with a mud brick temple. Mud brick temples will be larger than ancient dwellings and will have a higher chance of finding good loot. Possibly a very rare archeology specific item can generate in archeology sites and will have a significantly higher chance of being found in mud brick temples. [link] [comments] | ||
Posted: 24 Mar 2021 11:15 AM PDT Crafted with copper, this tool will detect items buried inside blocks and you could use the brush to uncover them! It can be used in:
This would encourage the player to explore more biomes, even the lesser interesting ones. [link] [comments] | ||
Posted: 24 Mar 2021 11:51 AM PDT Waves: In water, waves randomly spawn in a random direction, pushing any mobs, players, entities, and items in its way. They have a scale of 0 to 5. With 0 being barely noticeable and 5 being loud and able to push 5 blocks away. Waves look SIMILAR to the water direction texture, but have swirls at the end, along with water particles. They are 3-5 blocks wide and with particles. Boats would be immune to waves. Oh, and they wouldn't spawn in places like puddle and stuff like that unless it is both exposed to the outdoors and is raining or snowing. Waves would add both more incentive to use boats, plus atmosphere. [link] [comments] |
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