Minecraft Flatter plains biome |
- Flatter plains biome
- The weather update
- Add Potion of Glowing by brewing Glow Inc Sacs
- Spore Blossoms should have an increased rate of making Pandas sneeze.
- Wandering traders should trade potions of luck
- Charged creepers should drop the "remixed" version of a music disc when killed by a skeleton.
- More Rivery Rivers
- Achievement “Steve? We have a problem”
- •If you put a carpet on big dripleaf, you can use it as a trap.
- Wind- As a weather modifier
- New end biome: Crystal deserts | part 2: items
- I believe 1.18 should be the structures update
- What about a "Deep Dark" Disc, which can be found in deep dark.
- So far, we only know of 1 thing that will come from Archeology, so I went through a list of removed and talked about features, and came up with a list of things that could be found with Archeology.
- Biome Specific Mineshaft Wood
- Frozen Fish
- The Dripstone Crawler (Dripstone Caves Mob)
- Potential uses for amethyst relating to enchanting and experience gain
- Sheared vines should drop all the vines below it not just the one you sheared.
- I think they should add a underground mushroom biome
- More world customisation for Bedrock.
- There should be a way to randomly choose which biome you spawn in
- Make cave noises more frequent based on your Y level
- Cave Spiders should naturally spawn in the Deep Dark biome
Posted: 14 Mar 2021 03:04 AM PDT The Vanilla plains biome is so unrealistic, And is full of water ponds, Unnecessarily large hills, A lot of exposed caves, And some of the generated plains biomes aren't even flat, Mojang should consider adding a brand new biome called the "Grassland" biome, Which would be a sub-biome of the actual Plains, But flatter with less water ponds and exposed caves, Here is an example of a Grassland biome from the Biomes O Plenty mod. Edit: The title should've been "Grassland biome" [link] [comments] | |||||||||
Posted: 14 Mar 2021 12:24 PM PDT Minecraft is a great game, we can all agree that, it was everything a gamer wants, exploring, fighting, would build, and (depending who you ask) a great story! But even with all of this, it still feels......like it's missing something. And you may wonder what the game is supposedly missing I think it's weather. Minecraft only has 4 types of weather, rain, shine, storm, and (depending on the biome) snow At first you're like "oh cool they have weather in this, that's nice". But then it just feels old after the 10000th time of seeing these same patterns. Why don't we add something like fog? Fog would spawn in all types of biomes, it wouldn't last very long, around 10 minutes at most. But, it would stop mobs like zombies and skeletons from burning. Or how about we just have cloudy weather. That's it, just some clouds with no rain Or what about hailstones, this type of weather would spawn on occasion, but it would hurt the player from time to time as well. Or how about we add wind, depending on which direction you're trying to go, you'd go faster or slightly slower. Lest say you're going towards the wind, you'd go 85% of the speed you'd normally go, but if you going with the wind you'd go 15% faster. Windy weather could also lead to the addition of the "wind vane" which tells which direction the wind is going Or "super clear" weather, super clear is when all the clouds in the sky is gone Or how about we update the existing weather? When it's raining and you walk on something like grass, it would have a swishing sound effect. Or, what if we add rainbows? Rainbows would appear when rain is finished [link] [comments] | |||||||||
Add Potion of Glowing by brewing Glow Inc Sacs Posted: 14 Mar 2021 04:31 AM PDT Spectral arrows are the only way to give any mobs the glowing effect. Adding a way to make glowing potions would allow more uses of the glow effect. [link] [comments] | |||||||||
Spore Blossoms should have an increased rate of making Pandas sneeze. Posted: 14 Mar 2021 05:44 AM PDT Chalk it up to silly minecraft mechanics, but it would play a sort of humorous role in slime-ball farming and could give Spore Blossoms a unique niche in farming. [link] [comments] | |||||||||
Wandering traders should trade potions of luck Posted: 14 Mar 2021 03:45 PM PDT Currently the wandering traders have pretty useless trades, and this would add not only something that made their trades worthwhile but a way to get something that is currently unobtainable and would add a lot to the game. [link] [comments] | |||||||||
Charged creepers should drop the "remixed" version of a music disc when killed by a skeleton. Posted: 14 Mar 2021 09:09 AM PDT This feature I think would be a good addition. Here's why:
So every existing music disc in Minecraft (except Pigstep, 11, and 13) would have a remixed version. The texture of the remixed discs are basically the normal disc textures but with a blue outline indicating that it is a remix. It shouldn't have to be called a remix but I couldn't think of a better name that fits in Minecraft. Charged creepers are rare mobs that only spawn when a creeper is struck by lightning meaning that you can only obtain remixed music discs when there's a thunderstorm, even easier if you have a channeling trident but charged creepers are very powerful mobs and getting a skeleton to kill it adds more difficulty to the challenge. Having remixed versions of the original music discs would be nice so you can have more music to listen to in Minecraft. I believe many players would love this addition. C418 actually made a remix of one of his Minecraft music called Aria Math - Protostar Remix and it's really good. The music discs with this kind of remix I think would be so cool to have in-game because they would be very hard to obtain and they would sound so cool. I also heard that C418 is working on a third album for Minecraft music and I think remixed versions of the music discs would be a great addition to the album. Hope you like this idea :D [link] [comments] | |||||||||
Posted: 14 Mar 2021 01:11 PM PDT More Rivery RiversRivers should be bigger. Wider. Most current rivers are small, minor things that are little more than big creeks and streams, the largest among them being maybe small rivers at best. The current river biome, which is usually no more than 5-10 blocks wide, could be renamed the "Creek" biome. River Meanwhile, a wider and deeper "River" biome would be more along the lines of 1-2 chunks (16-32 blocks) wide, and up to 16 blocks deep in particularly wide parts. The River would generally stretch on for longer, and be rarer than Creeks (which could feed into Rivers as tributaries). A variant of the River biome would be the "River Ford", a 1-block deep section, about 1 chunk long, that allows players and mobs to cross the River without swimming. When Rivers meet the ocean, there's a chance for a Delta biome to spawn, wherein the River splits into a number of Creeks that flow into the ocean. The riverbed in a Delta is lined with Silt, a dirt variant that a Hoe can turn into Tilled Silt, which makes crops planted on it grow 25% faster than they do on regular farmland. Further, grass and leaves are extra green in a Delta biome. Grand River The rarest river variant would be the "Grand River" biome, averaging a full 4-6 chunks (64-96 blocks) wide. Grand Rivers would always flow into oceans, with a chance of there being a Grand Delta biome at the end. Patches of Silt can generate anywhere along a the bottom of a Grand River, and some of the Grass blocks that would generate along the bank are replaced by Grassy Silt. Grand Deltas would have the Grand River split into several Rivers, which each split into several Creeks. Grand River Villages A new village variant, the Grand River Village, can spawn along a Grand River. The Grand River Village is considerably larger than the average village. Docks can spawn alongside the Grand River in a GRV, and the village may be surrounded by a protective and well-lit wall. New MobHippo Hippos would spawn in Rivers, Grand Rivers, as well as in ponds and lakes within Forest & Savannah biomes. Hippos are "neutral" mobs, but they turn aggressive towards all players and mobs that get too close (4 blocks, maybe?). Hippos deal 7 damage (3.5 hearts) on Normal difficulty, with scaling according to difficulty, and have 80 health points (40 hearts). Hippos are 1.5 blocks tall, 1.5 blocks wide, and 3.5 blocks long. During the day, hippos will stand and walk around at the bottom of a river or whatever body of water, preferring to stand in water 2-3 blocks deep. Every few minutes, they'll surface to breathe. They attack anything that comes too close to them in or on the surface of the water, and they'll jump upwards to attack when submerged. Around dusk (t=1200), Hippos will leave the water and wander the surrounding area for the night, eating grass and pretty much just being a nuisance to all other mobs in the area. At t=2100, they begin working their way back to the water, and they're back in the water by dawn (t=0). Hippos drop a lot of leather when killed, with a 10% chance of dropping at least 1 Hippo Hide, and a 2.5% chance overall of dropping a second Hippo Hide. Hippo Hide is used to improve armor.Putting a piece of armor in the center of a crafting grid and surrounding it by 4 Hippo Hides (like you're crafting a compass) will give that armor the Protection II enchantment. Crafting an armor piece with 4 Hippo Hides in the corners of the grid will give that armor the Projectile Projection II enchantment. Jungle Hippo The Jungle Hippo is a very rare Hippo variant that spawns in Jungle biomes. The Jungle Hippo is a hostile mob that moves twice as fast and does twice as much damage as a regular Hippo. When killed, the Jungle Hippo has a 20% chance of dropping a Potion of Swiftness I, and a 5% chance of dropping a Potion of Swiftness II. [link] [comments] | |||||||||
Achievement “Steve? We have a problem” Posted: 14 Mar 2021 12:43 PM PDT If you break your elytra for the first time while flying with it over 200 blocks, you get a new achivement called "steve, we have a problem" [link] [comments] | |||||||||
•If you put a carpet on big dripleaf, you can use it as a trap. Posted: 14 Mar 2021 12:37 AM PST •You can put a carpet on it, and if you step on it, then after a while you can fall down. [link] [comments] | |||||||||
Posted: 14 Mar 2021 03:17 AM PDT The variety of Minecrafts weather is very, very low. This is not only because they have almost no effect on gameplay, but because there are just not enough ways they can appear. Wind, as i am suggesting it here, could be a solution. Wind can appear in three stages (weak, strong, extreme), and is assigned whenever rain or a thunderstorm occurs. This will influence the intensity and the direction of the rain/snow particles, and play ambient sounds around the player. The sounds can be turned off in the settings. Effects:
Edit: There definetly would be a way to modify the intensity of the changes. Directional effects on torches and banners would also be something to think about. [link] [comments] | |||||||||
New end biome: Crystal deserts | part 2: items Posted: 14 Mar 2021 12:23 PM PDT This biome would come with several new features including new blocks, mobs, items and more! for this part we will focus on: ItemsPurpur crystal shards: Purpur crystal shards are dropped 80% of the time by purpur crystal blocks in sets of 3-5, drop 1/6 of the time from crystalized end sand in sets of 1-3 and can drop from crystal scuttlers in sets of 1-2 (will be talked about in a later post) and are used to craft many things If loaded into a dispenser they shoot out very fast and deal 1.5 hearts of damage per shot Crystal arrows these arrows are crafted from 2 purpur crystal shards and 1 arrow to make 1 crystal arrows do the same base damage as regular arrows but upon hitting an enemy at medium-full charge break into 4 crystal shard shrapnel that do 1.5 hearts of damage on medium charge and 2.5 hearts of damage on full charge these crystal shards also pierce enemies if shot from a crossbow with piercing using half the piercing of the arrow rounded up and are affected by the power and punch enchantment but not the flame, infinity or multi-shot enchantments. Crystal glass this translucent glass acts the exact opposite of stained glass intensifying light that goes through it This multiplies the light level by 1.5x if it is 10 or above and doubles it if it is 9 or below. Shrapnel TNT This purple and spiky TNT can be made with 1 TNT block and 8 purpur crystal shards and upon exploding shoot out 8 crystal shards dealing 2 hearts of damage per shard Spine pears these spiny fruits can be placed on top of prick cacti and can be eaten for 2.5 hunger bars and give the player a short and temporary thorns effect similar to thorns II for 5 seconds. these will naturally grow off of prick cacti and must go through 3 stages of ripening and if they are pre-maturely broken they do not drop the item. Scuttler legs These drop from cyrstal scuttlers can be eaten raw or cooked when eaten raw they give 1 hunger bar and have a 40% chance give nausea for 15 seconds and when cooked give 3 hunger bars (3 drumsticks btw). Ancient spider eyes These spider eyes, dropped from forgotten spiders (again talked about in a different post) when eaten give weakness, poison II and nausea for 10 seconds and give 2.5 hunger bars and can be combined with an spy glass and a eye of ender to make a Ancient watcher which allows for the spyglass to have night vision and thermal vision which can be toggled by pressing left click (and it's corresponding buttons on other platforms) while spying (the thermal vision would show non-mobs as blue and mobs as yellow (passive), orange (neutral) or red (hostile). the eyes can be treated by combining the eyes with milk and eaten to give temporary thermal vision for 20 seconds and no negative effects. Endthis is the end of the post I hope you liked my suggestion I am free to criticism so leave your thoughts in the comments! Link to part 3 (when I make it): also I'm not sure if this counts as suggestion listing so please don't delete this post mods. [link] [comments] | |||||||||
I believe 1.18 should be the structures update Posted: 14 Mar 2021 02:08 PM PDT Now here me out ok, I understand if you wouldn't like them to be updated and I also know that villages got updated too. But I feel like sand temples dungeons and fortresses deserve an update (I'm excluding strongholds, mansions, ocean bases and also pillager bases because I feel as they don't need to be updated as they're good as they are.) I would like the dungeons and sand temples are a bit bland and simple at the moment but I feel like this video about the dungeons possibly being revamped would actually work ( https://youtu.be/73kDSk0UPhE ) and sand temples would look good like this ( https://youtu.be/MD5gvmN6N80 .) again, these are just a suggestion and if you don't like these I'm not bothered. [link] [comments] | |||||||||
What about a "Deep Dark" Disc, which can be found in deep dark. Posted: 14 Mar 2021 02:06 PM PDT I have an interesting Idea for the upcomming 1.17 Update. What about a new disc that can be found in the deep dark in a chest. It can be called "Dark" or something like that. It should sound scary like the disc "Ward", "11" and "13" And maybe the Warden like the disc. [link] [comments] | |||||||||
Posted: 14 Mar 2021 12:15 PM PDT Crates: Using a similar texture to the Piston top, this would be a new, overworld equivilent to the Shulker that can only hold 9 stacks. Reference to the old 6 sided piston that you could get with commands that people would use as crates in builds. Dragon Beans: A new plant that can be grown on Warped and Crimson woods. A reference to a bug that allowed you to get overgrown Cocoa Bean plants that used the Dragon Egg texture. The bean can be used to make 8 Minute Level 2 potions. Amber Fish: A strange blue fish within amber. Fossilized Rose: A gray rose. Ancient Arrow: A strange purple arrow with no unique use. Ancient Stonecutter: A purely aesthetic block, it would use the design of the old Pocket Edition/Bedrock Stonecutter. Ruby: Rubies would be used to upgrade tools, giving them a weaker form of Fortune. The Tongue Of The Depths: An item that would allow you to pull mobs and items towards you, similar to the fishing rod, but more accurate. It's a reference to The Monster of the Ocean Depths, which was going to pull the player towards itself. The Inferno Shield: This would be a special Shield that would give you an immunity to fire, and would protect against fall damage if you block while facing down. A reference to The Hovering Inferno. The Great Hunger: This would be an item you could place on the ground, and if someone steps on it, it would take an item from their inventory, or take an enchantment from an item and turn it into a book. A reference to the actual Great Hunger, which was going to steal enchantments. Breaking it or using a hopper would allow you to remove the items. Reindeer Antlers: Reindeer were an idea from Christmas 2015, that Mojang contemplated adding. These antlers could be worn in place of a helmet to allow you to walk on powdered snow and float on water (IRL reindeer are very good swimmers), or placed on a wall as decoration. Dragon Scales: Strange red scales that would be used to craft Dragon Scale armor, which would grant fire resistance, and slow falling. Corn and Turnips: Crops that have both been mentioned as possible additions to the game, in 2015 and 2010 respectively. I think Corn definately makes sense for something you could find with Archeology, and.. well, I have no real reason for Turnips, I just want them for no real reason. Top Hat: An item that was jokingly confirmed as a feature. This would stop Rabbits from running away when you aproach them, and also be able to be enchanted with enchants that are 1 level above the usual max level. [link] [comments] | |||||||||
Posted: 14 Mar 2021 02:32 PM PDT
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Posted: 14 Mar 2021 07:01 AM PDT Blocks of ice with fish frozen inside that can be found in icebergs. They would be pretty rare, and if mined without silk touch it would just drop a raw fish. They could spawn with any fish type. [link] [comments] | |||||||||
The Dripstone Crawler (Dripstone Caves Mob) Posted: 14 Mar 2021 09:16 AM PDT The Dripstone Caves is currently the only cave biome without a unique mob. This makes it more boring compared to the others, so I made an idea for a mob that would fit with the style of the Dripstone Caves. The Dripstone Crawler (couldn't think of a name) would be a giant brown spider with big fangs, lots of eyes, and long legs; it can crawl and scurry around on the walls, ceilings, and even the stalagmites and stalactites without getting hurt. They are very territorial mobs, and they kill any trespassers (players, mobs, etc). Similar to the Warden, the Dripstone Crawler can detect vibrations throughout a certain radius, but it isn't a blind mob. When they detect vibration, they like to scurry over to where they hear it since they're very defensive. Crouching would be the best counter to this. They attack in 3 different ways, the first ability is an attempt to bite the player, which deals 7 and a half hearts of damage without wearing armor. The second ability is to send balls of webbing that would trap the player, which doesn't deal damage but would be annoying. The last ability is where they can dig up a stalagmite to make it fall on their victims, making the damage come from the stalagmite. [link] [comments] | |||||||||
Potential uses for amethyst relating to enchanting and experience gain Posted: 14 Mar 2021 02:33 PM PDT At the moment, amethyst doesn't have very many uses. I've been thinking of multiple ways to give amethyst uses, and I think it would work rather well with enchanting. Enchanting has stayed mostly the same for a while, so I think it would make sense to update it. Curse Removal Implementation At the moment, the grindstone doesn't remove curses from items, so a new workbench made with amethyst that could remove curses from items could be the way to go. However, curses are rarely ever found on items, so in order for this mechanic to be somewhat effective, there would need to be more curses and more ways to get them. Here are some I've thought of, but there's a lot of room for more: Curse of Diminishing: Upon death, all enchantments are removed from this item (excluding the curse) Curse of Fragility: This item has a small chance to break upon usage, no matter the durability. Curse of Sinking: This item will sink in water (and lava if Netherite) The curses could appear on powerful loot acquired from structures, and in order to remove them the amethyst table is used. However, removing the curse will require exp and/or amethyst crystals to be used, much like an enchantment table. XP Charm Implementation Another way to use amethyst would be to create an armor piece/charm that when worn/held increases the amount of xp you receive from xp orbs. However, it will lose durability for each xp point you receive, and cannot be enchanted. Since amethyst is an unlimited resource, this implementation will encourage players to farm amethyst rather than just using it once for a spyglass and never needing it again. Using it would also take up an armor slot (probably helmet slot for an amethyst necklace) or an offhand slot (where you would usually put a totem or shield), so there are some drawbacks as well as benefits to using this item. Enhanced Status Effects Alternate Implementation An alternate version would be to have the charm enhance status effects, which is both useful when using a beacon and harmful when you get a negative status effect. Either way, the goal for this is to provide a new form of equipment for players that prefer grinding and farming, staying in line with the goal of the original amethyst geodes as being something farmable. XP Upon Mining The implementation which is the least disruptive to existing gameplay would be to have the amethyst crystals give the player experience points when mined, but only for the fully grown crystals. This wouldn't change too much but would allow the amethyst crystal farming to be a source of experience points. tldr; Amethyst table which removes curses Amethyst charm which gives more xp Amethyst drops xp when mined [link] [comments] | |||||||||
Sheared vines should drop all the vines below it not just the one you sheared. Posted: 14 Mar 2021 12:47 AM PST At the moment if you shear a vine it only drops the vine you shear and all other vines connected beneath it break without dropping vines. This means that you have to shear each individual vine to get the block. In addition, bonemeal cannot be used on vines at the moment so obtaining them in large quantities can be a struggle. I suggest that either if you shear a vine all vines connected below it will drop vines, or bonemeal can be used on vines so that they grow faster, or vines below the one mines drop 33% of the time like the nether vines. this would make obtaining vines a lot easier as at the moment they are unusually hard to get in large quantities. Also i would like to say that i only know that this is a thing in bedrock so it may be different for java players. Even so it would be cool to have this idea implemented into bedrock edition so vines can be more easily accessible. [link] [comments] | |||||||||
I think they should add a underground mushroom biome Posted: 14 Mar 2021 02:05 PM PDT
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More world customisation for Bedrock. Posted: 14 Mar 2021 11:00 AM PDT Probably been asked for before but I feel we need to say it again until we're heard. It's weird that Minecraft apparently is "focusing more on Bedrock" but we don't have the following: - ability to prevent chosen structures from generating - large biomes, buffet and caves generation - most importantly, the ability to customise superflat worlds (what blocks make it up, how high) I'm sure older console editions had at LEAST the superflat customisation and I could really do with being able to raise the height of my superflat worlds to do builds that require digging under the ground. Please listen to this. If it was on old console editions, why can't it be implemented on current Bedrock? [link] [comments] | |||||||||
There should be a way to randomly choose which biome you spawn in Posted: 14 Mar 2021 07:39 AM PDT Basically let's say you just want a seed with a desert, plains, or ice spikes and so on and so forth but you want a random seed with all the other biomes it can get annoying loading seed after seed just a nice quality of life. How it would work is Minecraft would select all seeds that have the biome you selected in where you spawn and then it randomly picks one of those seeds [link] [comments] | |||||||||
Make cave noises more frequent based on your Y level Posted: 14 Mar 2021 03:40 AM PDT | |||||||||
Cave Spiders should naturally spawn in the Deep Dark biome Posted: 13 Mar 2021 08:01 PM PST I think Cave Spiders should naturally spawn in the Deep Dark because they're the only mobs quiet and small enough to not disturb the Warden, they haven't spawned naturally for 10 years (mineshaft spawners don't count), and they're called cave spiders, they should be able to spawn in caves. Thoughts? [link] [comments] |
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